{"id":34387,"date":"2018-07-20T22:09:00","date_gmt":"2018-07-20T22:09:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/322610"},"modified":"2018-07-20T22:09:00","modified_gmt":"2018-07-20T22:09:00","slug":"video-how-to-solve-collision-problems-in-game-programming","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/07\/20\/video-how-to-solve-collision-problems-in-game-programming\/","title":{"rendered":"Video: How to solve collision problems in game programming"},"content":{"rendered":"<p>In this GDC 2013\u00a0session, Blizzard Entertainment&#8217;s Erin Catto explores how to solve collision problems in game programming.<\/p>\n<p>Catto\u00a0discusses how games would be far less compelling without the realistic physics simulation that engages the player&#8217;s intuition and stimulates their motion awareness.<\/p>\n<p>He goes on to explain how physics has become a staple of modern gaming\u00a0as developers try to re-create and re-interpret the world around them through physics engines, discussing collision detection\u00a0with a\u00a0focus on rigid body physics and real-time simulation in games.<\/p>\n<p>It was an informative talk that&#8217;s still definitely\u00a0worth watching,\u00a0so developers\u00a0shouldn&#8217;t miss the\u00a0opportunity to do so now that it&#8217;s\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=7_nKOET6zwI\">freely available on the official GDC YouTube channel!<\/a><\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\/\">GDC Vault<\/a>\u00a0and its accompanying\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\/\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC or VRDC\u00a0already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Americas.<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>In this GDC 2013\u00a0session, Blizzard Entertainment&#8217;s Erin Catto explores how to solve collision problems in game programming. Catto\u00a0discusses how games would be far less compelling without the realistic physics simulation that engages the player&#8217;s intuition and stimulates their motion awareness. He goes on to explain how physics has become a staple of modern gaming\u00a0as developers [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":34388,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-34387","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/34387","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=34387"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/34387\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/34388"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=34387"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=34387"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=34387"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}