Algorithmic and Architectural Gaming Design: Implementation and Development covers a myriad of game development topics. But what sets this book apart, in my opinion, is the focus on actual implementation.
Of course I’m a bit biased since I was privileged to write the chapter Collision Detection Using the GJK Algorithm (chapter 11). The chapter is about 35 pages long and covers a 2D implementation and explanation of GJK and related algorithms.
Throughout the chapter I explain the concepts with concrete examples and pseudo code. At the end of the last three sections I talk about the robustness of each, focusing on floating point problems and special cases.
Here’s a breif summary of the topics covered in the GJK chapter:
- Introduction to Collision Detection
- Minkwoski Sum
- SAT-GJK (GJK w/o the distance sub algo.)
- GJK Distance and Closest Points
Big thanks to the editors of the book for allowing me this great opportunity and an even bigger thanks to my Savior Jesus Christ.
I'm digging your shout out to JC at the end. Way to represent!
Hi dear William, you are really great man, your tutorials were awesome!
why don't update blog?
I need to, there's no question about that. I do respond to comments and I make that a priority. Why haven't I posted in a while? It's really been the lack of time honestly. I'm hoping here soon that I'll be able to post some more.
Dear William, How can i contact you privately?
Awesome tutorials and code snippets – you are a blessing :)
I love Jesus, and I like when my brothers give Him the glory!
I'll pray for you :)
Thanks! All praise to Him!