WOOT! My thesis, the bane of my existence for the last 2 years, is finally done! Its basically a review of the video game pathfinding field as well as presenting a novel grid map search technique: the spatial grid A*. The version linked below is the final draft that is being submitted to my faculty.
Month June 2011
A Robust Explosion Hit Check Technique
In a recent technical interview I got asked the following question: “if an explosion occurs i.e. from a grenade, how would you determine which characters in the game are affected”. This was a question that I couldnt answer at the time which annoyed the hell out of me and it’s been sitting in the back of my head for the last few weeks. So I decided to discuss it (and my proposed solution) on my blog as an “academic” exercise. I would really appreciate any feedback or comments on this discussion. This is far from being a solved problem for me and while my solution may potentially work quite well, there may be a simpler technique available which I don’t know about.
Coming back to the question. Well the naive answer to that question is to simply do a collision detection check with the explosion area of effect/blast radius (sphere) and any nearby characters’ bounding boxes. Continue reading “A Robust Explosion Hit Check Technique”