Author Archives: Allen Chou

About Allen Chou

Physics / Graphics / Procedural Animation / Visuals

Game Physics: Broadphase – Dynamic AABB Tree

This post is part of my Game Physics Series. Dynamic AABB tree is a type of broadphase that is borderless, meaning that it does not impose a strict border limit as some other broadphases do, such as explicit grid and … Continue reading

Posted in Gamedev, Physics | 22 Comments

加入Naughty Dog的狗窩

本文屬於My Career系列文 Here is the original English post. 本文之英文原文在此

Posted in Gamedev | 1 Comment

Joining Naughty Dog’s Kennel

This post is part of My Career Series. 本文之中文翻譯在此 I got an offer from Naughty Dog at the beginning of last November in 2013, and I’ve accepted it. I will start working for Naughty Dog mid-May this year after my … Continue reading

Posted in Gamedev | 15 Comments

Game Physics: Stability – Warm Starting

This post is part of my Game Physics Series. Besides using slops, “warm starting” is also a very common technique used to make physics engines more stable. Warm starting works particularly well when your game has high “frame coherence”, which … Continue reading

Posted in Gamedev, Physics | 22 Comments

Game Physics: Stability – Slops

This post is part of my Game Physics Series. I previously hinted that there will be stability issues as I covered collision resolution. It is because the logic for collision resolution presented earlier is sort of “naive” in a sense … Continue reading

Posted in Gamedev, Physics | 1 Comment

Game Physics: Resolution – Contact Constraints

This post is part of my Game Physics Series. Contact constraints are amongst the most important constraints for a physics engine, because you would want to resolve collision in most scenarios. And if not done properly, your rigid bodies can … Continue reading

Posted in Gamedev, Physics | 23 Comments

Game Physics: Resolution – Constraints & Sequential Impulse

This post is part of my Game Physics Series. Constraints The resolution phase of a constraints-based physics engine uses the concept of constraints. A free rigid body in 3D has 6 degrees of freedom: 3 positional and 3 rotational; a … Continue reading

Posted in Gamedev, Physics | 4 Comments

Game Physics: Contact Generation – EPA

This post is part of my Game Physics Series. Contact Data GJK tells us whether two colliders are colliding and nothing more. In order to correctly resolve collision, we would need to generate contacts. As mentioned earlier, contacts are approximation … Continue reading

Posted in Gamedev, Physics | 27 Comments

Game Physics: Collision Detection – GJK

This post is part of my Game Physics Series. As mentioned earlier, all collision detection algorithms are essentially determining if the CSO of two shapes contains the origin. The collision detection I am going to introduce to you here, the … Continue reading

Posted in Gamedev, Physics | 4 Comments

Game Physics: Collision Detection – CSO & Support Function

This post is part of my Game Physics Series. Configuration Space Object (CSO), a.k.a. Minkowski Difference or Minkowski Configuration Object, is a very important concept for collision detection. In addition to CSO, support function is an equally important mathematical concept … Continue reading

Posted in Gamedev, Physics | 6 Comments