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Re:Collision Detection (2015) by kipi on Sunday January 21, 2024 @03:07AM (#39076600)
Shameless self promotion, but if you're interested in how collision detection was done in 3D (in Quake) I made a video on the topic here:

https://www.youtube.com/watch?v=wLHXn8IlAiA

The technique can detect the intersection point of a (fixed size, axially aligned) moving bounding box and a hull defined as a BSP tree. In this sense it is rather limited compared to newer methods but it works rather well and the implementation is pretty robust, and fast enough for the primitive hardware of the day.

Re:Collision Detection (2015) by mcyc on Sunday January 21, 2024 @04:18AM (#39076913)
Your videos are absolutely fantastic, thanks for making them!
Re:Collision Detection (2015) by abrarsami on Sunday January 21, 2024 @03:18AM (#39076630)
Thank you for this
Re:Collision Detection (2015) by drdator on Sunday January 21, 2024 @05:31AM (#39077263)
Nice to see you here, I’m a big fan of your videos! I did some work on Q3 mapping tools for mac back in the day and always been very interested in everything quake related.
Re:Collision Detection (2015) by beaumayns on Sunday January 21, 2024 @11:32AM (#39079931)
Also shameless self promotion - if you're interested in 4D collision detection (and rendering, and rigid body physics), I've made a semi-tutorial-style repo here:

https://github.com/beaumayns/box4d

Not nearly as polished as your video, but hopefully someone finds it interesting.

Re:Collision Detection (2015) by bfors on Sunday January 21, 2024 @03:00PM (#39082388)
Amazing. How did you create the animation of the quake level getting broken down into BSP nodes?
Re:Collision Detection (2015) by kipi on Sunday January 21, 2024 @03:53PM (#39082933)
Thanks. I made it in Blender, with a Python script for loading the Quake level and setting up the Blender scene