COMP4300 - Game Programming - Lecture 08 - Collision Detection & AABB

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Memorial University - Computer Science 4300 - Fall 2022
Intro to Game Programming

This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library.

Course Assignments / Files will not be released publicly
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27:13 mind blown :D I'm watching this for fun but i use javascript sometime at work and i just realize it's gonna be so useful.
Btw your pacing is so good, the way you speak i don't lose attention or get bored.

ghevisartor
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TNice tutorials is just the pick up I needed, thanks man

raiozblack
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Thank you! I was so stuck on how to *resolve* collision. The previous overlap approach worked perfectly for me!

fragproof
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😮‍💨 assignment 2 was a lot of work for me but I finally finished it

wisdomokafor
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Hi Prof. Dave. First of all, thanks for posting these invaluable materials to the public, much appreciated. I have a question about collision resolution. Your explanation is perfect and I understand your point and how we can resolve collision based on the overlap in x or y directions. However, I was thinking of a different, and maybe more general, way than yours. Why can not we just look at the velocity vector and flip its sign, i.e. multiply velocity by -1, and add this to the position? This is guaranteed to push the object back to the original place it came from before the collision. Also, we would not have to store previous position or overlap to resolve resolution.

qeowee