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by kipi 880 days ago
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here:

https://www.youtube.com/watch?v=wLHXn8IlAiA

The technique can detect the intersection point of a (fixed size, axially aligned) moving bounding box and a hull defined as a BSP tree. In this sense it is rather limited compared to newer methods but it works rather well and the implementation is pretty robust, and fast enough for the primitive hardware of the day.

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Also shameless self promotion - if you're interested in 4D collision detection (and rendering, and rigid body physics), I've made a semi-tutorial-style repo here:

https://github.com/beaumayns/box4d

Not nearly as polished as your video, but hopefully someone finds it interesting.

Nice to see you here, I’m a big fan of your videos! I did some work on Q3 mapping tools for mac back in the day and always been very interested in everything quake related.
Amazing. How did you create the animation of the quake level getting broken down into BSP nodes?
Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene
Your videos are absolutely fantastic, thanks for making them!
Thank you for this