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OpenGL Game Development By Example

You're reading from   OpenGL Game Development By Example Design and code your own 2D and 3D games efficiently using OpenGL and C++

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781783288199
Length 340 pages
Edition 1st Edition
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Authors (2):
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Robert Madsen Robert Madsen
Author Profile Icon Robert Madsen
Robert Madsen
Stephen Madsen Stephen Madsen
Author Profile Icon Stephen Madsen
Stephen Madsen
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Table of Contents (14) Chapters Close

Chapter 5. Hit and Run

You've already come a long way since beginning the book at the first chapter! You have managed to render moving images to the screen and control their movement. You are well on your way toward creating a great game. The next step is to code the interactions between various objects in the game.

This chapter will explain how to implement collision detection. Collision detection determines how objects interact with each other when they are in the same location. Topics will include:

  • Boundary detection: When an object reaches the top, bottom, left, or right edge of the screen, what should happen? There are a surprising number of choices and you get to choose what to do.
  • Collision detection: There are various scenarios that we often need to check to determine whether two objects have hit each other. We will cover circular and rectangular collision detection algorithms. We will also discuss when each type of collision detection is appropriate to use.
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