## Collision Detection 4 – Ray Sphere

Ray – Sphere Here’s quite a neat trick to calculate if a ray if you have the Ray-Plane collision down. I’m not sure how fast it is compared to other algorithms, but to me it was a logical step from Ray-Plane that I worked out on paper. First rule of thumb, make the problem 2…

## Collision Detection 3 – Ray Plane

Ray – Plane One of the most fundamental algorithms in 3D games is being able to calculate the arbitrary distance between a point with direction and a plane. A few key concepts to understand is: The plane is infinite in length Unless the ray is parallel to the plane, the ray will eventually hit the plane…

## Collision Detection 2 – Point Circle

Point – Circle Perhaps one of the most fundamental aspects to collision testing is to see if a point in space is within the bounds of a circle or sphere. This is done by collapsing the line between the centre of the circle and point into a scalar length, and then comparing it with the…

## Collision Detection 1 – Introduction

Preface I started writing these collision tutorials as I have recently learnt some of these techniques, and found many tutorials completely useless at explaining the core concepts to a novice. In this I aim to show you how I got my head around the concepts of collision detection, and response. Instead of providing you with…