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Which is the best algorithm for broad phase collision detection?
If you have a good mix of static and dynamic objects, a reasonably good solution is to use a QuadTree/BSPTree for the statics and a Sphere/Cicle Tree for the dynamic objects. Just remember that for any given object, you would need to check it against both trees. I recommend quadtree partitioning.
Which is the expected result of AABB collision detection?
This is fine and is the expected result of AABB. Example 2 shows a similar collision where the destination is further on the opposite side. As you can see, AABB has placed the response box on the opposite side of the block. Logically, this makes no sense as it has magically passed through the object.
Can a BSP be used for broad phase collision detection?
Depending on the world geometry, you can also use a BSP for your broad-phase detection of collisions between bodies in the world.
How does the if statement work in AABB?
The if statement checks to see if there was a collision or not. If the collision time was not within 0 and 1, then obviously there was no collision during this frame. Also, the time when the collision first entered should never be after when it exited out the other side. This is checked, and if it failed, then we assume that there was no collision.
How is spatial partitioning used in broad phase collision detection?
The first is a brute force method that, while simple, quickly becomes wildly inefficient at typical game entity counts. The second is a form of spatial partitioning called a spatial grid. It is relatively simple, yet handles large numbers of game entities efficiently. What is Broad-Phase Collision Detection?
Are there any problems with two phase collision detection?
In order to address the above issues , collision detection is often broken down further (two phase collision detection) Naïve collision detection problems [Hubbard 1993] 1. All-pairs weakness 2. Pair Processing weakness 3. Fixed timestep weakness [Hubbard93] Interactive Collision Detection.