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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".
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.
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