Summary
Full Transcript
00:00 - Intro 00:25 - Collisions in Games 04:42 - Collision Detection Problems 06:48 - Bounding Shapes 11:21 - Bounding Box / Rectangle 16:27 - Axis Aligned Bounding Boxes (AABB) 18:15 - Point Inside AABB 20:58 - AABB Intersection Detection 22:39 - AABB Horizontal Overlap 24:17 - AABB Vertical Overlap 25:05 - AABB Overlap Calculation 31:56 - AABB Collision Resolution 39:05 - Detecting Collision Direction 42:12 - Top / Bottom Detection 43:07 - Tricky Resolution Cases 47:19 - Super Mario Bros Example 49:16 - Recommended Videos Memorial University - Computer Science 4300 - Fall 2024 Intro to Game Programming Professor: David Churchill - http://www.cs.mun.ca/~dchurchill/ This is a course for students interested in learning the fundamentals of game programming and game engine architecture. Topics include an introduction to: vector math for games, rendering, animation, and artificial intelligence, collision detection, game physics, and user-interfaces. Students will be writing fully functional games using an ECS (Entities, Components, Systems) architecture, using the C++ programming language and the SFML graphics library. Course Assignments / Files will not be released publicly
