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The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial coarse check for which parts of a 3D scene to include for rendering or collision detection.

1 vote

Resolving bounding box collision detection

There's a couple of issues with the posted code. Your collision-checking loop looks something like this: for(Y) { for(X) { if (collision) { hitSomething = true; f …
Jimmy's user avatar
  • 9,039
4 votes
Accepted

Array-based tilemaps and bounding box (aabb?), how to do efficient tile collisions?

The reason there isn't a standard AABB or partition strategy for tile-based maps is that it's already easier to detect collisions against it than using AABBs. static int TILE_WIDTH=16, TILE_HEIGHT=1 …
Jimmy's user avatar
  • 9,039