Collision Detection in Video Games

Author(s):  
Benjamin Rodrigue

This chapter will describe several methods of detecting collision events within a 3D environment. It will also discuss some of the bounding volumes, and their intersection tests that can be used to contain the graphical representation of objects in a video game. The first part of the chapter will cover the use of Axially Aligned Bounding Boxes (AABBs) and Radial Collision Volumes. The use of hierarchies with bounding volumes will be discussed. The next section of the chapter will focus on Object Oriented Bounding Boxes (OOBs). The third section is concerned with the Gilbert-Johnson-Keerthi distance algorithm (GJK). The last three sections will focus on ways of optimizing the collision detection process by culling unnecessary intersection tests through the use of type lists, sorted lists and spatial partitioning.

2017 ◽  
Vol 8 (1) ◽  
pp. 35-48
Author(s):  
Rahmawan Jatmiko

Assassin’s Creed is a historical fiction video game developed and published by Ubisoft. This video game has been so far considered as one of the most violent video games. Assassin’s Creed III is the third sequel of which plot is set in a fictional history of real world events and follows the centuries-old conflict between the Assassins and the Templars. Based on this study, the plot, characters, characterization, and scenes in Assassin’s Creed III are deemed to be able to give positive teachings to the young generation, despite the fact that there are violent and sadistic scenes in the story. Haytham Kenway, who is “evil” protagonist in Assassin’s Creed Forsaken, is portrayed as an expert in using weapons, since he was kid. Separated from his family, Kenway was taken by mysterious mentor, who trained him to be the most deadly killer. Comparisons with classic characters such as Oedipus, Hamlet, or Indonesian legendary character Sangkuriang are intentionally made to sharpen the analysis. The finding of this study is that heroic value might be found in either protagonist or antagonistic characters, whose roles involved numerous violent actions. Comments from the official website and social media which claim that Assassin’s Creed has brought negative impacts on the consumers might not be totally true.


2021 ◽  
Vol 2 (1) ◽  
pp. 73
Author(s):  
Angga Prawadika Aji

This paper provides an analysis of different form of orientalism found in the third title of the popular Far Cry game series.  The open world system offered by Far Cry 3 brings a new nuance in the discourse of orientalism in video games, especially within the context of military shooter game. It provides both opportunities and challenges for developers to build ‘world’ as real as possible for players to explore. This construction process often reflects the orientalism practices shown by game developers in describing Eastern society and culture. Through a variety of activities such as hunting, exploring, sailing, and killing enemy forces, the player acts as a 'western mediator' who intepret the simulated Eastern world as a strange and mysterious territory.


2013 ◽  
Vol 433-435 ◽  
pp. 932-935
Author(s):  
Wei Zhao ◽  
Li Ming Ye

In order to improve the real-time and accuracy in the collision detection technology, a collision detection algorithm based on spatial partitioning and bounding volume was proposed . This algorithm adopted different spatial division strategies for different locations of the spaces according to the details in the scenes to exclude objects which can not intersect.Thus defined the potential intersection areas. Then we used a dynamic S-AABB hierarchy bounding boxes to test whether the intersection happened between the objects in the same grids. We used the sphere boxes to rule out the disjoint objects quickly. Then constructed the dynamic AABB bounding boxes trees for the rest of objects for further intersection test. At last, we improved the traditional overlapping test between the primitives for accurate collision detection . Compared to the traditional collision detection algorithm based on spatial partitioning and AABB bounding volume. This algorithm effectively improves the real-time of the collision detection without affecting the accuracy of original collision detection.


2009 ◽  
Vol 1 ◽  
pp. 168-185 ◽  
Author(s):  
Pablo Muñoz Sánchez

The aim of this paper is to show the particularities of the so-called “romhacking”, a methodology developed by amateurs to localise mainly classic video games. In the first section, the concept and origin of the term “romhacking” is presented. The second section offers an overview of the workflow followed by romhackers to localise video games. In the third section, an analysis of the differences between professional and amateur translations is given. The fourth section includes a discussion of the legal aspects of this practice. The paper concludes with a reflection on the impact of amateur translations on the video game localisation industry.


Author(s):  
Rosa Angela Fabio ◽  
Massimo Ingrassia ◽  
Marco Massa

The aim of the present study is to compare the short- and long-term effects of video-gaming by using the same measurements. More precisely, habitual and occasional video-gamers were compared so as to analyze the long-term effects. An ABABABA design was used to analyze the short-term effects. The first A refers to baseline measurements: Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT. The first B refers to 30 min of gaming, the second A refers to the measurements used in the baseline, the second B refers to 60 min of a video game, the third A refers to the same measurements used in the baseline, the third B refers to a 30-min rest, and finally, the fourth A refers to the measurements used in the baseline. Seventy participants, twenty-nine habitual video-gamers and forty-one occasional video-gamers, participated in the study. The results showed a temporary improvement of cognitive functions (Visual RT, Auditory RT, Aim trainer RT, Go/No-Go RT and N-Back RT) in the short term and a strong enhancement of cognitive functions in the long term. The results are discussed in light of Flow Theory and the automatization process. Contribution of the study: The contribution of this research is to highlight that despite there being a transient enhancement of executive and cognitive functions through the use of mobile video games in the short-term period, with a decrease of performance after a 30-min rest, there is a strong increase of cognitive performance in the long-term period. Flow Theory and the automatization process together can explain this apparent inconsistency between the positive increase of long-term performance and the transient increase of short-term performance. One limitation of the present research is that it is not possible to distinguish whether the long-term enhancements can be attributed either to continued practice in the use of video games compared to non-gamers, or to the possibility that gamers are already predisposed to video game playing. Future research should address this issue.


2010 ◽  
Vol 34-35 ◽  
pp. 497-501 ◽  
Author(s):  
Juan Xiu Tian ◽  
Zhi Liao ◽  
Lei Xiao

Efficient and exact collision detection is important to improve reality and enhance immersion of virtual environment of NC(numerical control) lathe system. We introduce two techniques to improve efficiency and speed up the collision detection process. First, we adopt a spatial partitioning system and bounding volumes hierarchies to reduce the number of potential colliding polygons. Octree structure has been adopted to describe the partitioned object. Second, according to the feature of NC lathe system ,we exploit cylinders to simulate the workpieces. The experiments testify that the algorithm accelerates the velocity of collision detection and ensures the real_time requirement of collision detection in virtual dynamic processing environment.


2018 ◽  
Vol 47 (2) ◽  
pp. 207-219 ◽  
Author(s):  
Shékina Rochat ◽  
Jérôme Armengol

Video games are becoming ubiquitous in Western societies. However, this virtual leisure has received little attention from researchers in career counseling, leaving career counselors relatively unprepared to work with video game players. In this article, we propose three types of interventions to capitalize on the benefits of playing video games to foster the career counseling process. The first intervention aims to identify and transfer the skills that video game players develop through their leisure activity. The second intervention highlights how video game players’ narrative may reveal vocational personality types. The third intervention proposes to turn career counseling tasks into a game to increase motivation to achieve it. The strengths and limitations of these interventions are underlined, as well as the potential of career counseling sessions to help remedy problematic video game play.


Author(s):  
Seong Choul Hong

The present study explored the relationships between the tone in news presentations and the third-person effect. It investigated whether news stories about violent video games changed viewers perspectives based on the positively or negatively portrayed messages presented by the media. Overall, this study examined how news stories encouraged or discouraged viewers from supporting government regulations of violent video game content. An online survey of 388 American adults served as the main source of data collection. The study found that presumed media effects decreased on both others and self when viewers were exposed to positively presented news coverage. Subsequently, their support for regulating violent video games was reduced. However, no changes were found in third-person perception. In addition, those who were exposed to negative news coverage showed no significant changes in their perceived media effects on self, others, and support regulations on video game contents.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2019 ◽  
Author(s):  
David Zendle

Loot boxes are items in video games that may be paid for with real-world money, but which contain randomised contents. There is a reliable correlation between loot box spending and problem gambling severity: The more money gamers spend on loot boxes, the more severe their problem gambling tends to be. However, it is unclear whether this link represents a case in which loot box spending causes problem gambling; a case in which the gambling-like nature of loot boxes cause problem gamblers to spend more money; or whether it simply represents a case in which there is a general dysregulation in in-game spending amongst problem gamblers, nonspecific to loot boxes.The multiplayer video game Heroes of the Storm recently removed loot boxes. In order to better understand links between loot boxes and problem gambling, we conducted an analysis of players of Heroes of the Storm (n=112) both before and after the removal of loot boxes.There were a complex pattern of results. In general, when loot boxes were removed from Heroes of the Storm, problem gamblers appeared to spend significantly less money in-game in contrast to other groups. These results suggest that the presence of loot boxes in a game may lead to problem gamblers spending more money in-game. It therefore seems possible that links between loot box spending and problem gambling are not due to a general dysregulation in in-game spending amongst problem gamblers, but rather are to do with specific features of loot boxes themselves.


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