Monday, November 12, 2012

INFR 3110 - Collision Detection

So last lecture for Game Engines we talked about collision detection. So this is a short blog post on that.

I'm so terrible at collision detection. I've done it a bunch of times, but it's honestly one of those things that have plagued me forever. I can get it kind of working, but normally just an incredibly simple version that's also incredibly inefficient. It makes me so sad when I work on collision.

You know your code is awesome when you have a comment paragraph at the beginning (not pictured) apologizing.

Ugh, everytime I open up SHFT's code I feel physical pain. It is the most hackiest, dirtiest code I've written in recent history. The collision detection algorithm is a monster in and of itself. It's so nasty.

I've gotten so much better at it now of course, but I still can't say its my strong point. Luckily for this semester we have actual engine programmers in my group, and since we're also using Havok, I don't have to touch collision detection. I really don't like implementing it.

Testing collisions in SHFTed.

I'm actually not sure why I'm so bad at it. Like, I understand the theory pretty clearly. But it's just when putting it together in code, everything falls apart. It's weird. It's just always been that one thing I struggle with the most when making a game.

I'm sticking with the idea that everyone has something they're just more comfortable programming, and others where they aren't comfortable programming. Collision detection isn't really my thing, and I've accepted that haha.

No comments:

Post a Comment