Algorithmic and Architectural Gaming Design: Implementation and Development

Algorithmic and Architectural Gaming Design: Implementation and Development covers a myriad of game development topics. But what sets this book apart, in my opinion, is the focus on actual implementation.

Algorithmic and Architectural Gaming Design: Implementation and Development

Of course I’m a bit biased since I was privileged to write the chapter Collision Detection Using the GJK Algorithm (chapter 11). The chapter is about 35 pages long and covers a 2D implementation and explanation of GJK and related algorithms.

Throughout the chapter I explain the concepts with concrete examples and pseudo code. At the end of the last three sections I talk about the robustness of each, focusing on floating point problems and special cases.

Here’s a breif summary of the topics covered in the GJK chapter:

  • Introduction to Collision Detection
  • Convexity
  • Minkwoski Sum
  • SAT-GJK (GJK w/o the distance sub algo.)
  • GJK Distance and Closest Points
  • EPA

Big thanks to the editors of the book for allowing me this great opportunity and an even bigger thanks to my Savior Jesus Christ.

8 thoughts on “Algorithmic and Architectural Gaming Design: Implementation and Development

    • @JJ

      I need to, there’s no question about that. I do respond to comments and I make that a priority. Why haven’t I posted in a while? It’s really been the lack of time honestly. I’m hoping here soon that I’ll be able to post some more.


  • Awesome tutorials and code snippets – you are a blessing :)
    I love Jesus, and I like when my brothers give Him the glory!
    I’ll pray for you :)

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