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manunderground

Physical queries for the math challenged

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I thought I'd share something I've written with y'all. It's an approach to collision detection I adopted when I wrote my last game, Forte. This is the first article of two which describes how to build the basic data object and perform basic collision detection. I think this article is ideally suited for the programmer who is weak at math and wishes to write a game with physical queries such as ray casting to support various AI operations. I've managed to get pretty far without vector math and very simple information about collisions; I wrote this tutorial to illustrate how to do complex things without implementing complex math. Anyway, here's the link: Physical Queries for the Math Challenged

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