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Wednesday, May 24th 2000
Theory And Practice
10:18 AM
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The second installment of Greg Magarshak's column, Theory And Practice, is now online. This week Greg continues with collision detection, moving on to polygon collisions. Here's a clip from the introduction:

" This time I talk about something I didn't cover in the last discussion, namely collisions with polygons. Most 3D engines nowadays are polygon-based, because building (hollow) objects from polygons and drawing them is relatively straightforward, and lends itself well to modeling. Modern 3D hardware can texturemap, transform and otherwise manipulate your polygons. But it's currently up to you to implement stuff like collision detection in your projects. So here I go, talking about polygon collisions. "

In case you missed it last week, Theory And Practice is a new column here on flipCode about 3D game programming techniques.
Archive Notice: This content is archived, and commenting is no longer active. It is here for reference purposes. This content was added on an older version of flipcode, before the site closed in 2005.
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