2D Collisions

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Last updated 1:30 PM on 10/3/26
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28 Terms

1
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What is the difference between collision detection & collision response?

Detection:

- whether objects collide

- when they collide

- where they collide

Response:

- what happens after collision

2
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What is the multi-phase system for collision?

1. Broad Phase

2. Narrow Phase

3. Middle Phase

4. Collision Response

3
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What is the broad phase?

Quick elimination of object that cannot possibly collide

4
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What is AABB?

- Axis-Aligned Bounding Boxes

- involves a simple rectangle around an object, aligned with X, Y axes

- Tests for collision if they overlap

- Fast, simple, supports scaling / translation

- Inaccurate for rotated or fast objects

5
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What are bounding circles?

- involves a simple circle around an object

- collision determined by overlap of sprites

- handles scaling, translation, rotation

- inaccurate for fast-moving / multiple objects

6
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What is SAT?

- Separating Axis Theorem

- Used for convex polygons / rotated rectangles

- collision if no separating axis exists between two polygons

7
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What is a separating axis?

A direction where the projections of two shapes do not overlap

8
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How does exact sprite collision detection work?

- Sprites contain visible pixels & transparent pixels

- Collision when visible pixels overlap

- Very accurate but computationally expensive for multiple / rotated / scaled sprites

9
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What is the tunnelling problem?

- When a fast-moving object passes through another object between frames

- moves >= 1/3 of its smallest dimension between frames

10
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How is the tunnelling problem solved?

- Swept AABB collision detection

- create a larger collision area covering previous and current position

- helps detect possible missed collisions

- assumed straight-line movement

11
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What is a quadtree?

- Tree data structure that divides 2D space into 4 regions repeatedly

- objects stored in regions

- only compare nearby regions when checking objects

- adv: efficient for multiple objects

- disadv: tree overhead, trade-off between list mngmnt vs object comparisons

12
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What is the narrow phase?

process of precise collision detection between objects that survived broad phase

13
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How is convex polygon collision handled?

- SAT tests overlap for convex shapes

- Non-convex broken into smaller convex shapes

- May need to distinguish internal/external edges for collision response

14
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How are curved shapes tested for collision?

- Circle-vs-AABB with Voronoi regions

- test overlap by checking regions nearest to particular edge/corner satisfying equation

15
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What are Voronoi Diagrams?

- Partitions 2D space into distinct regions

- based on proximity to a feature of a shape

- feature: edge, corner

16
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How should non-circular curved shapes be handled for collision?

- semicircles / quarter-circles easy

- ellipses, etc. should be avoided or use rasterization

17
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When is line intersection used?

To find the exact collision point

18
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How do we know when two lines intersect?

If both:

- are not parallel

- parameter values are between 0 & 1

19
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How is Circle & Line intersection done?

- Substitute line equation into circle equation

- Test using discriminant

- (

20
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What are kinetics?

- motion and the forces causing movement

- uses physics forces (mass, force, accel, Newton's laws)

- realistic accuracy but computationally expensive

21
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What are kinematics?

- studies motion without considering forces

- direct manipulation of position/velocity

- simpler, lack realism

22
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How is the moment of impact determined?

- Collisions happen between frames

- collision order matters

- use swept AABBs to check movement path between frames

23
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What is the separating normal vector used for?

- Bounce direction

- friction

- displacement correction

24
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Which separating normal vector should be used depending on the collision type?

- Vertex/Curve-to-line: line normal

- Line-to-line: either line normal

- Curve-to-curve: curve normal at contact point

25
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What should objects not done when in motion?

- pass through walls

- intersect each other

26
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What are the two types of animation constraints?

- Link Constraints: maintain distance (pairwise)

- Angle Constraints: maintain angle range (three-way)

27
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What are ragdoll physics?

- Use of motion constrains to simulate body movement

- Forces on one part of body propagated to other objects through joints

28
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What are some problems with ragdoll physics?

- Fixing one constraint may break another

- Instability of penalty springs

- Zero tolerance is expensive

- Shortest vector may not be the right vector

- Elastic vs plastic