Bounding Ball Collision Detection - Game Coding Tutorial

In the last lesson we looked at the bounding box collision detection algorithm. But some objects don't fit well in boxes, especially when they start to rotate. Bits of them start to move outside the bounding box or leave areas of the box with nothing in it. This can lead to false hits and false misses. Using a bounding circle can give a better shape for the object container which gives us the Bounding Ball Collision Detection algorithm. In this lesson we'll look at how this algorithm works and how we can calculate when the bounding circles start to overlap. We'll also optomise our code to make sure that it executes as fast as possible so that it doesn't slow down our game when we have lots of on screen objects. If you visit the tutorial page on my website you'll get access to the demo program used in the video along with the full source code. I'll also add the demo version of the asteroids tutorial so you can have a play with that as well. https://bytesnbits.co.uk/bounding-bal... I'll also show you a few games that use the bounding ball technique for detecting hits and how we can also use its speed as another form of course collision detection before we commit to much more computing intensive algorithms. Make sure you check out my website for more coding tutorials and projects. https://bytesnbits.co.uk