Jim Adams Adams Tunneling Physics: The Architecture of Continuous Collision Detection

Tunneling Physics: The Architecture of Continuous Collision Detection

von Jim Adams

Velocity, Polygons, and the Algorithmic Prevention of Digital Phasing in Modern Game Engines

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Beschreibung

The bullet was moving so fast that the game completely forgot to check if it hit the wall. The math simply allowed it to phase through solid stone.
In video games, if you shoot a high-speed sniper rifle at a thin wooden wall, the game engine faces a severe mathematical crisis. Standard physics engines only check the position of the bullet once per frame. If the bullet is moving so fast that it exists on one side of the wall in frame 1, and completely on the other side in frame 2, the engine assumes it never hit the wall at all. The bullet simply phases through solid matter. This infuriating glitch is known as "tunneling." To fix it, software engineers developed Continuous Collision Detection (CCD). This advanced algorithmic architecture forces the physics engine to calculate the exact mathematical trajectory of the bullet between the frames, sweeping a geometric tunnel through the 3D space to guarantee an intersection with the wall. This book breaks down the massive processing cost of true digital physics. We explore why developers must ruthlessly limit which objects use CCD to prevent the CPU from instantly overheating under the weight of trigonometric calculations. Master the laws of digital physics. Learn how programmers manipulate time and space to stop high-speed objects from breaking reality.

Autor*in

Jim Adams
Author

Themen in »Tunneling Physics: The Architecture of Continuous Collision Detection«

continuous collision detection game physics engine mathematical tunneling algorithms video game hitboxes collision overlap bugs high speed physics rendering geometry

Stimmen zu »Tunneling Physics: The Architecture of Continuous Collision Detection«

Details

ISBN: 9783565364701
Verlag: epubli
Erscheinung: 27.03.2026

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