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2D Game Collision Detection: An introduction to clashing geometry in games [Paperback]

Thomas Schwarzl
5.0 out of 5 stars  See all reviews (2 customer reviews)
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Book Description

2 Oct 2012

Are You Wondering How 2D Collision Detection In Video Games Works?

Learn how to determine shot impacts, find out which enemies are covered by lines of sight, recognize collisions of race cars or simply check if the mouse cursor floats above a button.

This Book Is Designed For Game Developers Who Want To Implement Fast And Efficient 2D Collision Detection.

The only prerequisite you need is basic knowledge in procedural programming. If you are familiar with any popular programming language like C, C++, Java, C# or Objective-C you have all you need to understand the code examples throughout the book.

What You Will Get From This Book.

The following topics get explained in detail:

  • 2D vector mathematics,
  • how to spot collisions of various 2D shapes,
  • simple yet effective body representation of game objects,
  • identifying clashing objects in motion and
  • plenty of optimization tricks.

Your Knowledge Will Be Built Up From Scratch.

The book is written for beginners, new to the topic of geometrical 2D collision detection. There are plenty of illustrations and code examples which make it easy to understand the necessary concepts and algorithms.

Use This Book As A Reference Guide.

Aside its introductional nature this book is also designed to serve as a reference guide for looking up specific collision detection functions. So advanced game programmers will derive benefit from it as well.

All The Presented Code Is Ready For Immediate Use.

The code forged throughout the book can be downloaded from the book's website and can be used right away.




Frequently Bought Together

2D Game Collision Detection: An introduction to clashing geometry in games + Programming 2D Games + Advanced 2D Game Development
Price For All Three: 78.94

Buy the selected items together
  • Programming 2D Games 38.94
  • Advanced 2D Game Development 30.52


Product details

  • Paperback: 96 pages
  • Publisher: CreateSpace Independent Publishing Platform (2 Oct 2012)
  • Language: English
  • ISBN-10: 1479298123
  • ISBN-13: 978-1479298129
  • Product Dimensions: 22.9 x 15.2 x 0.5 cm
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 205,252 in Books (See Top 100 in Books)

More About the Author

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Product Description

About the Author

Thomas Schwarzl is a professional developer, game designer and humble digital artist. Since 2001 he works in several game development areas like programming, game design, 2D graphics and 3D modeling. But by far his favorite occupation is cranking out code while sipping steaming coffee. He resides in the Alps, right in the heart of Austria.

Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Back Cover
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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
5.0 out of 5 stars Simple and Short. 28 Feb 2014
Format:Paperback|Verified Purchase
Good book. Simple concepts, great if you have no idea how collision is done. One little complaint is the example on Point to Point collision I found to be a waste of a page.
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1 of 1 people found the following review helpful
5.0 out of 5 stars Very useful 3 Jan 2013
Format:Kindle Edition
As other reviewers have mentioned this is a short book. However, in that space the author manages to clearly explain the concepts.

The algorithms presented really help to illustrate the ideas and this has been a valuable resource for writing and improving collision detection routines.

This is much clearer than a lot of the similar articles you can find on the internet and is a brilliant starting point for new game developers.
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Amazon.com: 4.3 out of 5 stars  6 reviews
3 of 3 people found the following review helpful
5.0 out of 5 stars Directly to the "Point" 31 Dec 2012
By J. Santiago - Published on Amazon.com
Format:Paperback|Verified Purchase
This is a short but great book about 2D collision detection. I have been searching for this material for a long time. Couldn't find a similar text on the internet and all the other books about collision detection focus on 3D. If you are developping collision for 2D games, this book is a must have.

The algoritms proposed in the book for doing Rect-Rect and Circle-Rect collision detection are way simpler than the ones I was using on my engine. And for reference, my previous algoritms were taken from "The Windows Game Programming Gurus" by Andre LaMothe.

The only thing I miss in the book is colision detection with polygons, the book covers point, line, circle, rectangle, oriented-rectangle and agregated geometries, but does not cover polygons.
2 of 2 people found the following review helpful
5.0 out of 5 stars This is the best book if you want to start learning 2D collision detection. 26 Mar 2014
By Dennis McKinley - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
I was searching for tutorials about how to deal with 2D collisions in game code. After some Internet research I was more puzzled than before. Despite there are plenty of tutorials and articles about collision detection online, I wasn't sure how they should go together. What's more, the majority of articles discussed just collisions of 3D objects. So I went on, searching for a book about 2D collision detection and found this one.

Initially I was irritated about the short length of the book. But after reading the first few chapters, the concise writing style made it clear that it's long enough.

The book starts with explaining the basics of 2D vector math like addition, scaling, dot product, projection, etc. The next chapter introduces different collision shapes like circles, rectangles, lines and so on. Then comes the chapter I was most interested in: how collisions between different shapes are determined. It covers every possible combination of shapes, even the somewhat senseless point-point collision.

One thing I was missing were polygons. In 3D everything seems to be some kind of "3D polygon". Thus I've expected the same goes for 2D.

The book goes on with describing collision detection of moving objects, how to make up sprites with multiple shapes and some optimization advice for programming in general.

I found the code, set up in the book, was easy to integrate into my own game. There is a link in the appendix to download the full code.

The algorithms presented are well explained and easy to grasp. Just the functions for oriented rectangles are a little complex. But I think that's due to their nature of arbitrary rotation.

In a nutshell:
"2D Game Collision Detection" is a must for everybody who wants to implement 2D collisions, especially if you have no clue how collision detection is done. The concepts are well explained by many code examples and illustrations. As said, it was way easier to start with this book than to work through all the articles (mainly on 3D) I've found online. This book simply sums it all up into one guide.
1 of 1 people found the following review helpful
5.0 out of 5 stars Great little book 28 Oct 2013
By Mr. J. Pile - Published on Amazon.com
Format:Paperback|Verified Purchase
This book is short (88 pages) and to to the point. It's a great companion to a book like "2D Graphics Programming for Games".

By focusing on the math (geometry and trig) in addition to the code, this is ideal for a University course when there is an expectation that students learn more than simply "application". It's also a great reference book for a coder's bookshelf.

This is not a complete book on "game physics", but only on the most difficult aspect of a physics engine, collision detection. So, if you to quickly add physics to your 2D game, just download one of the open-source physics engines. But if you're actually hoping to strip away the magic and learn something, this is a nice and succinct book covering the topics of 2D collision detection.

When you're ready for 3D and want a stop-by-step on how to build a 3D game engine. Check out "Game Physics Engine Development" by Ian Millington.
2.0 out of 5 stars Fails to enlighten 21 Aug 2013
By Amazon Customer - Published on Amazon.com
Format:Paperback
The book covers some basic trig derivations and gives somewhat optimized code for those functions. This material is available in other places on the internet for free, and frankly in a more readable fashion (the author focuses on the math, and it is correct, but he often fails to demonstrate how this relates to objects or the motion of objects in the real world - see vector projection for example). The author only barely touches on predictive collision detection (which he refers to as tunneling), and the algorithm given is somewhat brute force. The reader is left with some simple algorithms for determining if two circles, points, lines, or rectangles intersect, and that is about it. This material has been done much better elsewhere. I am really sorry I wasted $10 on it (Kindle edition)
4.0 out of 5 stars Pretty Straightforward! 26 Jun 2013
By Pedro Medeiros de Almeida - Published on Amazon.com
Format:Kindle Edition|Verified Purchase
He gives simple, useful tips and teaches all the basis for 2D collision detection. It's heavy on math, as expected, but the author always keep it the simplest as possible.
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