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物理
DreamSoar
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完全弹性碰撞
http://baike.baidu.com/link?url=u4ycJj3Kczks8AliVX5glfuodTtEGbswURiECKUmxrlD6Rr_SXkdn43K2xlKE8WMZ2txcnWQRYXwRZrpF2mw2a完全弹性碰撞(Perfect Elastic Collision) 在理想情况下,完全弹性碰撞的物理过程满足动量守恒和能量守恒。如果两个碰撞转载 2015-11-23 19:09:26 · 3716 阅读 · 0 评论 -
COMPUTING ORIENTED MINIMUM BOUNDING BOXES IN 2D
https://geidav.wordpress.com/2014/01/23/computing-oriented-minimum-bounding-boxes-in-2d/IntroductionOriented bounding boxes are an important tool for visibility testing and collision d转载 2015-12-20 14:04:49 · 615 阅读 · 0 评论 -
凸包 graham 算法
http://blog.csdn.net/javasui/article/details/6759777向量:1.向量的内积(数量积,点乘):公式:a· b = |a| * |b| cos=a.x* b.y + b.x * a.y2.向量的外积(向量积,差乘):公式:|c|= |a|*|b|*sin = a.x * b.y - b转载 2015-12-20 17:29:47 · 519 阅读 · 0 评论 -
判断点是否在一个三角形内部
http://blog.csdn.net/shunan/article/details/1434788之前有了解过这方面的东西,在图形编辑器中也用到了这个判断,当时总结出来的结果是要4次向量叉乘。同时在网上粗略的搜了一下,貌似也没找到有更好的方法了(也许是自己没找到,^-^).下面先说一下用4次向量叉乘的方法:设三角形三点A(x1,y1)B(x2,y2)C(x3,y3)转载 2015-12-20 17:35:28 · 573 阅读 · 0 评论 -
Understanding Steering Behaviors: Queue
http://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-queue--gamedev-14365This post is part of a series called Understanding Steering Behaviors.Understanding S转载 2016-01-07 10:16:28 · 506 阅读 · 0 评论 -
How to Use BSP Trees to Generate Game Maps
http://gamedevelopment.tutsplus.com/tutorials/how-to-use-bsp-trees-to-generate-game-maps--gamedev-12268When filling in an area randomly with objects, like rooms in a random dungeon, you run转载 2016-01-07 10:31:07 · 436 阅读 · 0 评论