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2D Rigid Body Collision Resolution (sassnow.ski)

476 points by atan2 · 812 days ago · 64 comments on HN

Article summary

The article discusses the basics of 2D rigid body collision resolution, a fundamental concept in physics simulations used in video games. It explains the difference between collision detection and collision resolution, and introduces the concept of rigid bodies and their properties. The article aims to provide a comprehensive understanding of the topic, starting with the definition of a collision and the conditions that must be met for two bodies to be considered colliding. The author uses interactive examples and simulations to illustrate the concepts and make them more accessible to readers without a strong math background.

Main themes

  • Rigid body physics
  • Collision detection and resolution
  • Game development
  • Mathematics in physics
  • Simulation and modeling
  • Game engines and libraries

What commenters say

  • Using a physics library like Box2D can be more efficient and performant than implementing simple physics from scratch.
  • Some games do not require realistic physics collisions and can use simpler methods like rectangle comparisons.
  • Understanding the underlying math and physics of collisions is important for creating realistic simulations, even if using a game engine or library.
  • The choice of physics implementation depends on the specific requirements of the game, such as the need for realistic collisions or the level of complexity desired.
  • Implementing physics from scratch can be a valuable learning experience, but may not be necessary for all game development projects.
  • Commercial physics solvers often use spring/penalty methods, but constraint forces are a more fundamental approach to modeling contact between rigid bodies.
  • The principle of least constraint is a key concept in understanding how collision forces are derived in Lagrangian mechanics.
  • Using a subset of a physics library like Box2D or Rapier can be a good compromise between implementing physics from scratch and using a full game engine.