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HalcyonX

Recent collision detection articles?

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Ive been looking around for collision detection info, but it seems like everything on the topic are written around the year 2000. On this site, there is one written in 2004, one in 2002, and the rest are all 2000 or earlier. I tried some other sites, but had no luck there either. Can anyone point me to some more recent articles? Or does it really not matter (ie. collision detection algos havent changed much since then)? Thanks. BTW, how come there were so many articles on this topic written at the turn of the millennium? Was there some big collision detection hype back then or something?

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I think a lot of material written around 2000 is probably still relevant today, so don't be too quick to dismiss it. Collision detection is highly context-sensitive; depending on what sort of game you're writing, you could easily get by using techniques that are 10 to 15 years old.

If you're interested in the bleeding edge, though, here is a site that was posted to the announcements forum recently. In the member list you will find several luminaries, including people who are actively involved in collision detection research. Some of the papers they've written represent the leading edge of collision detection research today.

Other suggestions: look into GJK, continuous GJK, and GJK raycasting, and read anything you can by Stephane Redon, Christer Ericson, or Gino van den Bergen.

Finally, if you'd like more specific feedback you might tell us what you're working on. It may be that there are existing techniques that would meet your requirements.

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Mmm i see, thanks. Im working on a adventure/rpg game with a combat system like a 3d fighting game, but slightly more complicated (ie. being able to do damage to specific body parts based on collision detection between the attacker's weapon and the body part being hit). I suppose i might be able to get by with the stuff ive found so far, but ill look into the various GJK methods you mentioned as well. Thanks!

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