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Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology)
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All the comments and stories posted to Hacker News that reference this book.Realtime collision detection[1] has a fantastic chapter in this with some really good practical examples if I remember right.Great book, I used to refer to it as 3D "data structures" book which is very much in theme with this thread.
[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...
⬐ thegeomasterIt's a stellar book. I work on a commercial realtime physics engine, the "orange book" is practically required reading here.⬐ SotCodeLaureateI often recommend this book, RTCD, as a "better intro to data structures and algorithms" (sometimes as "the best"). The advice often falls on deaf ears, unfortunately.⬐ Gene_ParmesanSeconding the RTCD recommendation. Handy code examples, and my favorite part is that the book is real-world-performance-conscious (hence the "real-time" in the title).⬐ trebconThe implicit grid data structure from there is a personal favorite of mine. I used it in a game once and it performed incredibly well for our use case.It's a bit too complicated to totally summarize here, but it uses a bit per object in the scene. Then bit-wise operations are used to perform quick set operations on objects.
This data structure got me generally interested in algorithms that use bits for set operations. I found the Roaring Bitmap github page has a lot of useful information and references wrt this topic: https://github.com/RoaringBitmap/RoaringBitmap
⬐ phkahlerI spent a lot of time optimizing an octree for ray tracing. It is my favorite "spatial index" because it's the only one I know that can be dynamically updated and always results in the same structure for given object placement.
If you're curious about this area, Real-Time Collision Detection[1] is one of my favorite technical books on this topic. While the title is "Collision Detection" it's basically data structures for 2D/3D. It's also the only algorithms book I've seen to actually have a section on CPU cache-aware algorithms instead of assuming you only care about big-O notation.[1] https://www.amazon.com/Real-Time-Collision-Detection-Interac...
Yup, so much truth here.Take a look at Real-time Collision Detection[1]. I takes a great look at both algorithmic complexity and cache awareness. That's how it should be done.
Real-time collision detection (Real-Time Collision Detection (The Morgan Kaufmann Series in Interactive 3-D Technology) https://www.amazon.com/dp/1558607323/ref=cm_sw_r_cp_apa_i_bR...) also deserves a spot on this list.
I would also add Real-Time Rendering[2] and Real-Time Collision Detection[3] to the list of absolutely essential game development books.[1]https://www.amazon.com/Engine-Architecture-Third-Jason-Grego... [2]https://www.amazon.com/Real-Time-Rendering-Fourth-Tomas-Aken... [3]https://www.amazon.com/Real-Time-Collision-Detection-Interac...
Along similar lines Real-Time Collision Detection[1] is a tour-de-force in spatial partitioning algorithms. It's basically data-structures for 2D/3D along with some really good coverage of common floating point numerical issues and cache friendly algorithms.Easily the in the top 3 technical books I've purchased. Each page is solid gold and very little space is wasted.
[1] - https://www.amazon.com/Real-Time-Collision-Detection-Interac...
If one is choosing C++ then performance is probably a part of the requirements equation.These books discuss performant (and sometimes complex) C++ code - in the domain of computer graphics.
http://www.amazon.com/Physically-Based-Rendering-Second-Edit...
http://www.amazon.com/Real-Time-Collision-Detection-Interact...
About how to use the new threading standard: https://www.manning.com/books/c-plus-plus-concurrency-in-act...
http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory...http://www.amazon.com/Game-Coding-Complete-Third-McShaffry/d...
Those two will clean up most of the biggest newbie mistakes, especially the Gregory one.
I also suggest this book for collision detection:
http://www.amazon.com/Real-Time-Collision-Detection-Interact...
However, I haven't found the book that can adequately explain integrating collision into the rest of the game. It's a tricky subject which I'm still learning and might write about someday.