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Gdc 2014%3a Dirk Gregorius "physics For Game Programmers%3a Quickhull"
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1GDC 2014: Dirk Gregorius - "Physics For Game Programmers: QuickHull"
This session is about using the QuickHull algorithm for convex hull creation. Dirk will show how to implement the QuickHull algorithm in 3D and how it is used for collision authoring at Valve. The talk will introduce the algorithm in 2D first and then extend to 3D. It will also cover numerical issues which will be handled mostly by using face merging, and show why face merging is important for stable contacts in rigid body simulation.
“GDC 2014: Dirk Gregorius - "Physics For Game Programmers: QuickHull"” Metadata:
- Title: ➤ GDC 2014: Dirk Gregorius - "Physics For Game Programmers: QuickHull"
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- Internet Archive ID: GDC2014Gregorius
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The book is available for download in "texts" format, the size of the file-s is: 825.25 Mbs, the file-s for this book were downloaded 1246 times, the file-s went public at Fri Nov 18 2016.
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