help a newbie get up to speed

Please don't post Bullet support questions here, use the above forums instead.
chimp
Posts: 2
Joined: Thu Aug 02, 2007 11:52 am

help a newbie get up to speed

Post by chimp »

Hello,
I am a newbie who is trying to get up to speed on collision detection and response technology for computer games. I have completed a bachelor of engineering and so have a good grasp of basic kinematics, calculus, linear algebra, etc as well as a reasonable grasp of c++/c and other aspects of software.

Would you please help me by suggesting what resources I should access and in what order, such that I can educate myself in this field in a efficient manner.

Best Regards
Dirk Gregorius
Posts: 861
Joined: Sun Jul 03, 2005 4:06 pm
Location: Kirkland, WA

Post by Dirk Gregorius »

Erwin has already summarized this here:

http://www.continuousphysics.com/Bullet ... c.php?t=63

If you want to start in 2D I recommend looking at Erin's stuff (http://www.gphysics.com) and if you feel comfortable in 3D look into Bullet. Also you can ask question always on the forum here.

I also answered a similar question here:

http://www.gamedev.net/community/forums ... 1&#3016292
chimp
Posts: 2
Joined: Thu Aug 02, 2007 11:52 am

Re: help a newbie get up to speed

Post by chimp »

Thanks!

Sometime has passed since I originally posted this message. During that time I have read some recommended books and papers.

What I would like to be able to do know is have some idea of what algorithms are considered useful to the development of modern computer games?

Or perhaps the inverse statement is easier to answer: what algorithms are no longer considered useful in modern computer games?

I am assuming that certain algorithms have been superseded by algorithms that are more efficient in speed or memory consumption.

I realize that this is a subjective question but I would value the opinions of people who have had experience writing applications that apply these algorithms.

Thanks