Author Archives: mikolalysenko

Collision detection (part 3): Benchmarks

Previously in this series we covered the basics of collision detection and discussed some different approaches to finding intersections in sets of boxes: Collision detection (part 1): Overview Collision detection (part 2): Box intersection Today, we’ll see how well this … Continue reading

Posted in Collision detection, Geometry, Mathematics, Programming | 8 Comments

Collision detection (part 2): Box intersection

Last time, we discussed collision detection in general and surveyed some techniques for narrow phase collision detection.  In this article we will go into more detail on broad phase collision detection for closed axis-aligned boxes.  This was a big problem in the 1970’s … Continue reading

Posted in Collision detection, Geometry, Mathematics, Programming | 8 Comments

Collision detection (part 1): Overview

Collision, or intersection, detection is an important geometric operation with a large number of applications in graphics, CAD and virtual reality including: map overlay operations, constructive solid geometry, physics simulation, and label placement.  It is common to make a distinction … Continue reading

Posted in Collision detection, Geometry, Mathematics, Programming, Video games | 2 Comments

Replication in network games: Bandwidth (Part 4)

Last time, I finished up talking about latency issues for networked video games. Today I want to move onto the other major network resource, which is bandwidth. Compared to latency, bandwidth is much easier to discuss. This has been observed many … Continue reading

Posted in Distributed systems, Programming | Tagged , | 4 Comments

Replication in networked games: Space/time consistency (Part 3)

Last time in this series, I talked about latency and consistency models.  I wanted to say more about the last of these, local perception filtering, but ended up running way past the word count I was shooting for. So I … Continue reading

Posted in Distributed systems, Programming | 5 Comments

Replication in networked games: Latency (Part 2)

The last post in this series surveyed replication in network games at a high level. In this article and the next, I want to go deeper into the issues surrounding replication. One of the most annoying aspects of online gaming is latency. … Continue reading

Posted in Distributed systems, Programming | 5 Comments

Replication in networked games: Overview (Part 1)

It has been a while since I’ve written a post, mostly because I had to work on my thesis proposal for the last few months.  Now that is done and I have a bit of breathing room I can write … Continue reading

Posted in Distributed systems, Programming | 6 Comments