Physics - Guest Lecture

  1. Name 2 methods for detecting collisions in a game.
  2. Describe roughly how they work.

1.aabb collisions and ray casting
2.aabb uses rectangle bounding boxes and check for overlap collisions
ray casting determines the distance with lines and can expect collisions before they actually happen unlike aabb where the collision must happen first

  1. Name 2 methods for detecting collisions in a game.
    AABB collision and ray casting

  2. Describe roughly how they work.
    AABB uses rectangular bounding boxes to determine if an overlap of sprites exist as it happens.
    Ray casting determines the distance between sprites as measured straight from one sprite outward. This allows for anticipating collisions as opposed to AABB as it happens noticing.

  1. Name 2 methods for detecting collisions in a game.
    AABB collisions and Ray casting.

  2. Describe roughly how they work.
    with AABB collision are where boxes overlap.
    And with Ray casting you cast lines out and then measure the distance between another model. This way you can anticipate collisions

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  1. Name 2 methods for detecting collisions in a game.
    Ray Casting & AABB.
  2. Describe roughly how they work.
    Ray Casting is a measuring tool which determines the distance between an object (sprite) and another sprite.
    AABB uses rectangular bounding boxes and determines when objects overlap these boxes.
  1. Name 2 methods for detecting collisions in a game.
    Access aligning boundary box (AABB) collision

    • Only check for the superposition of a game object bounding boxes.
    • These boxes are always aligned with the x-y axis
  2. Describe roughly how they work.
    Ray Casting

    • A line gets projected at a given length
      Then we check if the line goes through something
  1. Name 2 methods for detecting collisions in a game.
    Access aligning boundary box (AABB) collision
    Ray Casting

  2. Describe roughly how they work.
    Access aligning boundary box (AABB) collision

    • Only check for the superposition of a game object bounding boxes.
    • These boxes are always aligned with the x-y axis
      Ray Casting
    • A line gets projected at a given length
      Then we check if the line goes through something

(Using Arcade Physics)
1.Two simple methods for detecting collisions in a game is the AABB and Ray Casting.
2.AABB- Axis Align Boundary Box, we detect collisions among square and rectangular boxes along the X-axis and Y-axis of the game world.
Ray Casting is where you detect a given length from an object, to simulate lines of sight, detect collisions, and where the ground is. Ray casting enables you to detect a collision, AABB ony detects collision once it happens.

1- AABB and Ray Casting.

2- AABB is a boxing method according to the x/y axis. Ideal for a game where you only need a rectangular colliders. Detects the collision the very frame it happens.

Ray casting is a method where it calculates distances between objects. Anticipates a collision.

  1. Name 2 methods for detecting collisions in a game.

-AABB
-Ray casting

  1. Describe roughly how they work.

–AABB collisions work when the very frame of the collision is met. Using rectangular bounding boxes to determine if an overlap of sprites exist as it happens.

–Ray casting can be used to extend a ray of a given length from an object to detect how close something is to the ground or anticipate a collision.

1 - AABB and Ray Casting

2 - AABB is based on detecting when 2 objects overlap in space, while Ray Casting extends lines both horizonally and vertically to detect the distance to the next collision.

  1. Name 2 methods for detecting collisions in a game.
  • AABB and Casting Ray
  1. Describe roughly how they work.
  • AABB checks the superposition of objects.
  • Casting Ray project line with given length and check if it goes through.
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  1. The two methods for detecting collisions in a game are AABB and raycasting.
  2. AABB wraps a game object in a shape collider called a bounding box, and determines collisions based on whether the box has been collided with. It only detects collision in the frame the collision has already happened in. Raycasting is more complex and uses lines on vertices to anticipate and detect collision, proximity to the ground, and can simulate lines of sight.
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  • Name 2 methods for detecting collisions in a game.
    *AABB and Casting Rays.

  • Describe roughly how they work.
    *AABB sense collision by objects overlapping and casting rays use a ray that sense any near objects.

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  1. AABB
  • Axis Aligned Bounding Boxes
  1. Ray Casting
  • Calculates and anticipates collision distances.
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  1. Two methods for detecting collisions are AABB or Ray Casting
  2. AABB is box method based on x/y axis. Good for simple collision detection.
    Ray Casting is a method where you calculate the distance between each objects by extending a line from one object to another. Ray Casting can anticipate a collision where AABB only knows the frame it happens.
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:one: Name 2 methods for detecting collisions in a game.

A game can detect collisions based on multiple methods.
2 very simple collision methods are:

  1. AABB Collisions (Axis Aligned Bounding Box) - direct collision within a frame, and
  2. Ray Casting - proximity collisions

:two: Describe roughly how they work.

AABB collisions are simple rectangular collisions that are triggered when one subject rectangle overlaps another and responds accordingly at the frame in which they overlap.

A Ray Casting Collision will measure the distance between a particular sprite (e.g. your character) from another game object, and make changes accordingly.
The game designer can effect multiple outputs based on a ray collider, for example when the ray caster calculates you are 500px away from a finish line, the program could draw a "Nearly There! label onto the client.

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  1. Aabb and ray casting are used for collision detection
  2. Aabb is used for simple collision detection and applies when to objts overlap

Raycasting is an anticipatory collision detection system in which rays are extended to calculate collison angles and distances between objects

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  1. Name 2 methods for detecting collisions in a game.
    Methods are called AABB or Ray Casting
  2. Describe roughly how they work.

AABB: checks if one box is overlapping anather. If this does then the program knows that it’s a collision.
Ray casting: detects collision based on the distance to object

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  1. Name 2 methods for detecting collisions in a game.
    Two methods for detecting collisions are AABB and ray casting.

  2. Describe roughly how they work.
    AABB collisions work by putting a hitbox around the sprites and registering collisions whenever these simple hitboxes overlap. Ray casting works by projecting rays of a certain length out from sprites and calculating the distance to nearby objects to keep track of collisions.

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  1. The two methods to detect collisions are AABB and ray-casting.

  2. AABB looks for overlap and uses coordinates. On the other hand, ray casting emits invisible rays around the object and see if any other objects touches the ray.

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