# 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.

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.

## 18 thoughts on “Algorithmic and Architectural Gaming Design: Implementation and Development”

• theK says:

I’m digging your shout out to JC at the end. Way to represent!

• William says:

Thanks man!

• JJ says:

Hi dear William, you are really great man, your tutorials were awesome!
why don’t update blog?

• William says:

@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.

William

• JJ says:

Dear William, How can i contact you privately?

• Antti J says:

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 :)

• William says:

@Antti J

Thanks! All praise to Him!

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