- Hands-On Game Development with WebAssembly
- Rick Battagline
- 123字
- 2021-06-24 13:41:12
Circle collision detection
The most basic kind of collision detection is circle or distance collision detection. If we treat all of our colliders like little circles with a radius and a position, we can calculate the distance between the two locations and see whether that distance is less than the sum of our radii. This form of collision detection is high-speed, but precision is limited. If you look at the projectile in our game, this method works pretty well. Our spaceships, on the other hand, don't fit neatly into a circle. We can adjust the radius of our circle collider on any given ship to give slightly different results. When circle collision detection works, it can be very efficient:

Circle collision hit test
推薦閱讀
- Intel FPGA/CPLD設計(基礎篇)
- 用“芯”探核:龍芯派開發實戰
- Arduino入門基礎教程
- 電腦常見故障現場處理
- Getting Started with Qt 5
- 電腦組裝、維護、維修全能一本通(全彩版)
- The Applied AI and Natural Language Processing Workshop
- Internet of Things Projects with ESP32
- Wireframing Essentials
- 新編電腦組裝與硬件維修從入門到精通
- 單片微機原理及應用
- 微服務實戰
- Learning Less.js
- ARM接口編程
- Exceptional C++:47個C++工程難題、編程問題和解決方案(中文版)