Wouldn’t it be more efficient to check if circles overlap by checking if the distance between their center points is less than the sum of their radii?
@Skeffles
2 ай бұрын
It would if you're only comparing circles but the approach I outlined in the video allows circles to be compared against any other convex shapes.
@TonsOfHunStudios
2 жыл бұрын
Very well explained! The graphic/animation work was excellent as well. I by know means can re-explain it as good as you did, but it's interesting to see how it's all just a matter of somewhat basic vector math layered on top of each other. Would love to see more content like this in the future :)
@Skeffles
2 жыл бұрын
Thanks Garrett! I'm glad you enjoyed the video. I will definitely look to do more similar stuff soon.
@ro0n655
Ай бұрын
for circles you could just check if: distance(form circle 1 to circle 2) < circle 1 radius + circle 2 radius
@AspiringHeroGames
2 жыл бұрын
It's always interesting to see how the maths works in the background to do all this stuff. Good on you for doing the calculations yourself!
@Skeffles
2 жыл бұрын
Yes it's super interesting. Thank you for watching!
@tauheedgamedev2388
2 жыл бұрын
Great video mate, I always wondered how the magic happened in game engines and now I'm a little wiser
@Skeffles
2 жыл бұрын
Thanks Tauheed! I'm glad you learnt something.
@PixelBlight
3 ай бұрын
The visuals made it click for me! Such simple but elegant solution . Im guessing it works the same in 3D but with Vector3 normals
@mariovelez578
2 ай бұрын
For 3D, you have to check the normals of each face, and the cross product between each edge of the first against each edge of the second. It’s a lot more computation, so the preferred method is the GJK algorithm
@KalevaPoincare
2 жыл бұрын
Great video with simple explanations for a relatively complex topic.
@Skeffles
2 жыл бұрын
Thanks Kaleva! I'm glad you think so.
@FawltyPlay
6 ай бұрын
This is a really high quality video; I'm shocked it only has 3k views as it was the first result when searching.
@coobbyo
2 жыл бұрын
Good video! I remember collisions being confusing when I first made games in C++
@Skeffles
2 жыл бұрын
Thank you! They definitely are confusing and daunting when you first come across them.
@TylerGreen
2 жыл бұрын
This is very interesting. I'd be curious to see one for 3D game collisions although I imagine it'd be a lot more complex. Looking forward to the future devlogs!
@Skeffles
2 жыл бұрын
Thanks Tyler! I'm also curious about 3D collisions. I believe you can do a similar approach with separating planes but it has more quirky situations that don't quite work.
@TheShelfman
2 жыл бұрын
This is quite complicated, but very well explained! Nice job😁
@Skeffles
2 жыл бұрын
Thank you Shelf! 😊
@mariovelez578
2 ай бұрын
For polygons vs circles, you can use a voronoi diagram to check which feature of the polygon is the closest vertex or edge), and then use the axis of that feature (for edges it’s the normal, and for vertices treat the vertex as a circle with radius 0)
@gendalfgray7889
Жыл бұрын
Usually in games there is bounding boxes, game checks bounding boxes first. If bounding boxes overlap then collision checking starts. To decrease numbers of checks normals that pointing away from collision direction (calculated from bounding boxes) could be ignored.
@Skeffles
Жыл бұрын
Yes, games often use bounding boxes to help improve their performance, especially when they have lots of complex polygons.
@PixelBlight
3 ай бұрын
Not just bounding box but axis aligned bounding box (aabb) making it even faster!
@yordangrigorov6399
7 ай бұрын
Thank you! I find your pace of explaining perfect.
@GamesBySaul
2 жыл бұрын
Hype! Glad to see your videos again! :D Found this really interesting and easy to follow, looking forward to more like this!
@Skeffles
2 жыл бұрын
Thanks Saul! I'm glad it was easy to follow along.
@GingerNingerish
2 жыл бұрын
Very informative good job. Increadible editing too, very well presented!
@Skeffles
2 жыл бұрын
Thank you Ginger. I'm glad you liked it!
@RobinSeibold
2 жыл бұрын
Great video, both the explanation and visuals! Keep it up!
@Skeffles
2 жыл бұрын
Much appreciated Robin!
@jmgames6628
2 жыл бұрын
Interesting video! The sound quality didn't seem the best though, seemed like there was a bit of an echo. I don't remember noticing any issues with the sound in your videos before, but you haven't made one in while of course! Good to see you getting back into it, anyway!
@Skeffles
2 жыл бұрын
Thanks! I'll have to see if I can improve the audio quality.
@jmgames6628
2 жыл бұрын
@@Skeffles That'd be good, good luck with it!
@valentineDev
2 жыл бұрын
interesting video! you explain it really well!
@Skeffles
2 жыл бұрын
Glad you think so. Thanks Valentine!
@ZJShepherd
6 ай бұрын
Fantastic, thank you!
@microdavid7098
2 жыл бұрын
nice. Great explanations
@Skeffles
2 жыл бұрын
Thank you David!
@Jalecko
2 жыл бұрын
one day, one day i shall make a game with diagonal map colisions
@Skeffles
2 жыл бұрын
Go for it bud!
@josiahjack455
Ай бұрын
5:43 wait, they're just circles. Isn't it just checking if the distance between the two is less than the sum of their radii? No projection needed.
@Skeffles
Ай бұрын
That is the case if you're only using circles. The method I outlined in the video allows for checking circles against any convex shape.
@gsestream
5 ай бұрын
how about just intersections and overlap
@Genpaku
2 жыл бұрын
Hey Skeffles long time no see, cool video, I've done something like this to test collisions but never know how it's called.
@Skeffles
2 жыл бұрын
Hey Genpaku, thank you! It's definitely not an easy to find thing when you first start out. I'm hoping this video helps with that.
@SomeAndrian
Ай бұрын
A better approach is the GJK algorithm kzitem.info/news/bejne/wqCsmmp4jKOUfmk
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