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KEY TOPICS
This chapter addresses all the geometry topics that appear throughout the book. In fact, this collection of geometric methods can be used in nearly every game programming challenge you are likely to encounter. The Pythagorean theorem surfaces whenever you use vectors to control movement or when you use right triangles to model various scenarios. The distance formula is used in both collision detection and the physics of motion. Parabolas are used to represent projectile paths in 2D and 3D motion. Finally, circles and spheres are used to model round objects and motion paths, but most importantly, they can be used as bounding geometry for collision detection. This chapter concludes with a demo from the companion CD-ROM that shows bounding circles being used for collision detection. |
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