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COMP4300 - Game Programming - Lecture 08 - Collision Detection and Resolution

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00:00 - Intro
00:25 - Collisions in Games
04:42 - Collision Detection Problems
06:48 - Bounding Shapes
11:21 - Bounding Box / Rectangle
16:27 - Axis Aligned Bounding Boxes (AABB)
18:15 - Point Inside AABB
20:58 - AABB Intersection Detection
22:39 - AABB Horizontal Overlap
24:17 - AABB Vertical Overlap
25:05 - AABB Overlap Calculation
31:56 - AABB Collision Resolution
39:05 - Detecting Collision Direction
42:12 - Top / Bottom Detection
43:07 - Tricky Resolution Cases
47:19 - Super Mario Bros Example
49:16 - Recommended Videos
Memorial University - Computer Science 4300 - Fall 2024
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
00:25 - Collisions in Games
04:42 - Collision Detection Problems
06:48 - Bounding Shapes
11:21 - Bounding Box / Rectangle
16:27 - Axis Aligned Bounding Boxes (AABB)
18:15 - Point Inside AABB
20:58 - AABB Intersection Detection
22:39 - AABB Horizontal Overlap
24:17 - AABB Vertical Overlap
25:05 - AABB Overlap Calculation
31:56 - AABB Collision Resolution
39:05 - Detecting Collision Direction
42:12 - Top / Bottom Detection
43:07 - Tricky Resolution Cases
47:19 - Super Mario Bros Example
49:16 - Recommended Videos
Memorial University - Computer Science 4300 - Fall 2024
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
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 02 - Intro to C++ (1/2)
COMP4300 - C++ Game Programming - Lecture 02 - Intro to C++ (1/2)
COMP4300 - C++ Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 01 - Course Introduction
COMP4300 - Game Programming - Lecture 15 - Pathfinding and Steering
COMP4300 - Game Programming - Lecture 03 - Intro to C++ (2/2)
COMP4300 - Game Programming - Lecture 01 - Course Syllabus + Intro to ECS
COMP4300 - Game Programming - Lecture 04 - SFML + ImGui Tutorial
COMP4300 - Game Programming - Lecture 03 - Assignment 1 and C++ Environment Setup
COMP4300 - Game Programming - Lecture 05 - Intro to ECS
COMP4300 - Game Programming - Lecture 03 - Intro to C++ (Part 2/2)
COMP4300 - Game Programming - Lecture 21 - Introduction to Shaders
COMP4300 - C++ Game Programming - Lecture 03 - Intro to C++ (2/2)
COMP4300 - C++ Game Programming - Assignment 2
COMP4300 - Game Programming - Lecture 12 - Course Project
COMP4300 - Game Programming - Lecture 04 - Assignment 1
COMP4300 - Game Programming - Lecture 17 - Optimizations, Cache Memory, Memory Pooling
COMP4300 - Game Programming - Lecture 06 - Entity Manager + 2D Math
COMP4300 - Game Programming - Lecture 20 - Saving, Tools, Drag and Drop
COMP4300 - Game Programming - Lecture 05 - Introduction to ECS
COMP4300 - Game Programming - Lecture 04 - Assignment 1 + SFML
COMP4300 - Game Programming - Lecture 05 - Intro to ECS
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