Collision Manifolds (Circle v Circle) | Coding a 2D Physics Engine in Java #14
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In this episode I explain what a collision manifold is, and why we will need it in our physics engine. I go over the three key features of the collision manifold: the collision normal, the contact points, and the depth. Then, I go over how to find a collision manifold for 2 colliding circles. Finally we actually code an implementation of this and add it to the physics engine.
Source Code: https://github.com/codingminecraft/MarioYoutube/tree/efa5ef45116403ee3b39eb31f2829515587a5ca5
0:00 Intro
0:59 Visualizing Collision Manifolds
7:55 Coding Collision Manifolds
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Website: https://ambrosiogabe.github.io/
Github: https://github.com/ambrosiogabe
Here are some books I recommend if you want to learn about game engine development more thoroughly. I do not profit off any of these sales, these are just some books that have helped me out :)
My Recommended Game Engine Books:
Game Engine Architecture: https://www.gameenginebook.com/
Game Physics Cookbook (Read this before the next physics book): https://www.amazon.com/Game-Physics-Cookbook-Gabor-Szauer/dp/1787123669
Game Physics (Ian Millington): https://www.amazon.com/Game-Physics-Engine-Development-Commercial-Grade/dp/0123819768
Game Programming Patterns (Free): https://gameprogrammingpatterns.com/
My Recommended Beginning Game Programming Books:
JavaScript Game Design: https://www.apress.com/gp/book/9781430247166
My Recommended Java Books:
Data Structures/Algorithms: https://www.amazon.com/Data-Structures-Algorithms-Java-6th-ebook/dp/B00JDRQF8C
LWJGL (Free, but I haven't read this thoroughly): https://lwjglgamedev.gitbooks.io/3d-game-development-with-lwjgl/content/
Outro Music: https://www.bensound.com/royalty-free-music
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