The Flying Fox: How to implement Collision Detection in MonoGame (Part 6)

Описание к видео The Flying Fox: How to implement Collision Detection in MonoGame (Part 6)

The stream is to continue the work of the previous streams in successfully implementing an Entity Component System in a 2D Platformer using MonoGame and C#.

In this episode we will be exploring how to implement collision detection and discuss different strategies surrounding it. Moreover, we will be implementing a demo to show the performance differences between our naive implementation of grid collision and the brute-force nested for-loop.

Art by Umz Games based on an original rendition of character by dogchicken (opengameart.org):
https://opengameart.org/content/neko-...

A simple ECS by Prime31, accessible at:
https://github.com/prime31/Simple-ECS...

Verlet Integration inspired by @PezzzasWork, especially:
   • Writing a Physics Engine from scratch  

More info on Verlet Integration:
https://www.algorithm-archive.org/con...

Grid collision by Robert Nystrom:
https://gameprogrammingpatterns.com/s...

Simple Fps Class by willmotil
https://community.monogame.net/t/a-si...

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GitHub Repository for the project:
https://github.com/Jeff0502/Flying-Fox

GitHub Repository for the demonstration:
https://github.com/Jeff0502/MGCollisi...
===========================================

00:00:00 - Introduction
00:00:31 - Goals
00:01:25 - Brute-Force Technique
00:03:29 - Brief QuadTree Explanation
00:04:15 - Grid Approach Explanation
00:04:40 - Naive Grid Limitations
00:06:40 - Creating the Project
00:09:10 - RectCollider Class
00:15:19 - Cell Struct
00:28:44 - Grid Struct
01:02:47 - Brute force vs Grid

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