Jul
21
Written by:
DigitalRune Team
Wednesday, July 21, 2010
This blog post contains our collection of references for Collision Detection: website links, a list of collision detection libraries, list of books. This post will be updated from time to time.
If you know other useful links, please let us know and we will include them in this blog post.
Collision Detection Websites
This is a collection of various links about collision detection and related topics.
Note: Many physics engines have their own collision detection functions. A list of physics engines will be posted in this blog.
Collision Detection Libraries
Here is a list of libraries dedicated to collision detection tasks.
- D-Collide
Open Source (BSD-style) - DEEP
- DigitalRune Geometry
A .NET collision detection library supporting the Microsoft XNA Framework. - FAST
Interactive Continuous Collision Detection for Non-Convex Polyhedra, based on SWIFT++. - FreeSOLID
- GIMPACT
Open Source (LGPL, BSD or ZLib). Integrated into Bullet an ODE. - H-COLLIDE
For haptic interaction. - I-Collide
For convex polyhedra. SWIFT provides more functionality and should be used instead of I-Collide. - IMMPACT
Partitioning and handling massive models composed of millions of geometric primitives. - OPCODE
- OZCollide
- PIVOT
Using GPU acceleration. - PQP
- QuickCD
- RAPID
- SOLID
- SWIFT SWIFT++
Extension of SWIFT. - V-Clip
Free for non-commercial use. - V-Collide
- XenoCollide
XenoCollide is an algorithm for detecting collision among a limitless variety of convex shapes. It is based on a new technique called Minkowski Portal Refinement (MPR).
Collision Detection Books
Here is a list of collision detection books that we have read. The first two books are must-haves for every 3D game programmer.
Note: Several books about physically-based animation and rigid body physics contain useful chapters about collision detection. A list of books about game physics will be available in this blog.
Real-Time Collision Detection
Collision Detection in Interactive 3D Environments
| | by Gino van den Bergen Gino is the author of the collision detection library SOLID, which is included on the CD-ROM of the book. The book explains basics like Minkowski Sums, basic primitive tests, implementation of the GJK algorithm and more (Separating Axes Tests, Sweep and Prune, etc.). The final chapter explains the design and implementation of SOLID. Additional information, papers about the algorithms in SOLID and slides from the GDC tutorials "Physics for Games Programmers" are available on the SOLID website: http://www.dtecta.com/ |
Geometric Tools for Computer Graphics
| | by Philip Schneider and David H. Eberly This book gives you a good foundation for various geometric challenges: distance computation, intersection and other problems in 2D and 3D. |
History
2010-05-26 – Initial post.
2010-07-21 – Added new collision detection library link: DigitalRune Geometry.