Beginner Topic 16 of 49 Graphics, Vision & Media
Collision Detection
Determining when objects intersect.
How it works
Collision detection determines whether and where objects intersect. A broad phase quickly finds candidate pairs using spatial structures such as uniform grids, quadtrees, bounding volume hierarchies and sweep and prune, and a narrow phase tests exact intersection using shapes: axis-aligned bounding boxes, circles and spheres, oriented boxes with the separating axis theorem, convex shapes with GJK, or triangle meshes. Continuous collision detection finds the time of impact for fast objects. Collision response then resolves penetration and applies forces.
Where it is used
Games, physics simulations, robotics path planning, CAD interference checks and virtual reality interaction rely on collision detection.
Common pitfall
Testing every pair is O(n squared), so broad-phase structures are essential. Fast objects can tunnel through thin walls between frames without continuous detection. Floating-point error causes jitter at resting contact. Complex shapes are costly, so use simplified colliders. Use appropriate colliders, layers for filtering and test edge cases such as stacking and corners.
Where it fits in the course
Collision Detection is topic 16 of 49 in Graphics, Vision & Media, rated Beginner. It follows Sprites and Tilemaps. The next topic is 3D Transformations.
Practice and explore
- Open the interactive lesson, with a mini quiz.
- Take the Graphics, Vision & Media quiz.
- Explore the Hash Table visualizer: Hash function, buckets and chaining collisions.
How to study this topic
- Read the explanation above and restate the definition in your own words.
- Open the interactive lesson and answer its mini quiz.
- Read the common pitfall, then write a short example that avoids it.
- Check your understanding in the Graphics, Vision & Media quiz, and revisit the topic if you miss a question.
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Related topics
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