Timeline for When is it the right time to start teaching collision detection?
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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May 11, 2012 at 19:56 | vote | accept | Tsvetan | ||
May 11, 2012 at 17:14 | history | tweeted | twitter.com/#!/StackGameDev/status/200997405158682624 | ||
May 11, 2012 at 16:32 | answer | added | Tetrad | timeline score: 5 | |
May 11, 2012 at 16:06 | history | edited | Tsvetan | CC BY-SA 3.0 |
Changed "good time" to "the right time".
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May 11, 2012 at 15:17 | comment | added | Tetrad | The "right time" is when you want to make a game that needs that feature. | |
May 11, 2012 at 14:24 | history | edited | Tsvetan | CC BY-SA 3.0 |
Removed the "-" from collision detection.
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May 11, 2012 at 14:23 | comment | added | Tsvetan | I understand that the book is for rendering, but our club is about game development and we should cover physics too. I just wanted to know if this is the right time to start exploring collision detection (also game physics but this is off-topic). | |
May 11, 2012 at 13:48 | comment | added | teodron | The collision detection part is independent of what that online book teaches people, that being rendering. Once you know how to display wireframe or simple polytopes, you can consider playing with collision detection.. which itself is the broadest field of Game Physics (since it comprises the usage of the data structures you mentioned). | |
May 11, 2012 at 12:20 | history | asked | Tsvetan | CC BY-SA 3.0 |