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Methodologies for Quick Approximation of 2D Collision Detection Using Polygon Armatures

By Phelps, Andrew M.

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Book Id: WPLBN0000704976
Format Type: PDF eBook
File Size: 157.26 KB.
Reproduction Date: 2007

Title: Methodologies for Quick Approximation of 2D Collision Detection Using Polygon Armatures  
Author: Phelps, Andrew M.
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Language: English
Subject: Technical manuals, Manual, Technology
Collections: eBooks and Manuals Collection
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Phelps, A. M. (n.d.). Methodologies for Quick Approximation of 2D Collision Detection Using Polygon Armatures. Retrieved from http://worldebookfair.org/


Excerpt
Excerpt: Collision detection is a technique used in several areas related to computer graphics. This paper focuses on collision detection as it relates to sprite-based engines, or more precisely engines that incorporate the use of non-geometric shapes in a two-dimensional view. The theories presented here are applicable to projects produced in Macromedia Director using the built-in ?sprite-based? engine, as well as ?Imaging Lingo? and Shockwave-3D environments (the last of which can operate as a 2D engine when the camera for the scene employs the use of orthographic rather than perspective projection). Of particular interest is the focus on mu lti-tiered approaches to collision detection, which is especially critical in the Director / Lingo environment due to the fact that Lingo is an interpreted language, and performs like one. Several theories central to computer graphics and collision detection are briefly discussed and dissected, with appropriate references to more complete explanations provided as appropriate. A final implementation of a system using polygon-armatures is then shown as it relates to the development of the authors? 3D Game Engine. The code samples used in this paper are available here.

 

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