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Game Programming: Collision Detection and AABB - Lecture 8

Dave Churchill via YouTube

Overview

Explore collision detection and Axis-Aligned Bounding Boxes (AABB) in game programming through this comprehensive lecture. Delve into the fundamentals of collision detection in games, including entity bounding shapes, 2D bounding shapes, and bounding box sizes. Learn about AABB intersection detection, collision resolution techniques, and how to handle tricky resolution cases. Discover methods for detecting collision direction and gain insights into collision systems used in classic games like Super Mario Bros. This lecture, part of the COMP4300 Game Programming course at Memorial University, provides essential knowledge for aspiring game developers using C++ and SFML graphics library within an Entity Component System (ECS) architecture.

Syllabus

Intro
Collisions in Games
Assumptions for Slides
Collision Detection Problems
Entity Bounding Shapes
2D Bounding Shapes
Bounding Box Size
Axis Aligned Bounding Boxes
Point Inside AABB
AABB Horizontal Overlap
AABB Vertical Overlap
Centered AABB Intersection
Resolving Collisions
Tricky Resolution Cases
Detecting Collision Direction
Important Note
Side Note: Super Mario Bros
Super Mario Bros Collision
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Taught by

Dave Churchill

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