Hello,
I am a newbie who is trying to get up to speed on collision detection and response technology for computer games. I have completed a bachelor of engineering and so have a good grasp of basic kinematics, calculus, linear algebra, etc as well as a reasonable grasp of c++/c and other aspects of software.
Would you please help me by suggesting what resources I should access and in what order, such that I can educate myself in this field in a efficient manner.
Best Regards
help a newbie get up to speed
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- Location: Kirkland, WA
Erwin has already summarized this here:
http://www.continuousphysics.com/Bullet ... c.php?t=63
If you want to start in 2D I recommend looking at Erin's stuff (http://www.gphysics.com) and if you feel comfortable in 3D look into Bullet. Also you can ask question always on the forum here.
I also answered a similar question here:
http://www.gamedev.net/community/forums ... 1�
http://www.continuousphysics.com/Bullet ... c.php?t=63
If you want to start in 2D I recommend looking at Erin's stuff (http://www.gphysics.com) and if you feel comfortable in 3D look into Bullet. Also you can ask question always on the forum here.
I also answered a similar question here:
http://www.gamedev.net/community/forums ... 1�
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- Posts: 2
- Joined: Thu Aug 02, 2007 11:52 am
Re: help a newbie get up to speed
Thanks!
Sometime has passed since I originally posted this message. During that time I have read some recommended books and papers.
What I would like to be able to do know is have some idea of what algorithms are considered useful to the development of modern computer games?
Or perhaps the inverse statement is easier to answer: what algorithms are no longer considered useful in modern computer games?
I am assuming that certain algorithms have been superseded by algorithms that are more efficient in speed or memory consumption.
I realize that this is a subjective question but I would value the opinions of people who have had experience writing applications that apply these algorithms.
Thanks
Sometime has passed since I originally posted this message. During that time I have read some recommended books and papers.
What I would like to be able to do know is have some idea of what algorithms are considered useful to the development of modern computer games?
Or perhaps the inverse statement is easier to answer: what algorithms are no longer considered useful in modern computer games?
I am assuming that certain algorithms have been superseded by algorithms that are more efficient in speed or memory consumption.
I realize that this is a subjective question but I would value the opinions of people who have had experience writing applications that apply these algorithms.
Thanks