For Collision Detection we have terms and definitions in 2 topics. The topics are Real Time 3D and Technology.

A constant drain on a 3D game engine, the systematic check to see if any intersections are occuring between significant polygons, such as my player's sword and your player's neck. See also bounding box.
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1. The process by which a node on a local area network monitors the communications line to determine when a collision has occurred; that is, when two nodes have attempted to transmit at the same time. Although network stations usually avoid collisions by monitoring the line and waiting for it to clear before transmitting, the method is not foolproof. When a collision does occur, the two nodes involved usually wait a random amount of time before attempting to retransmit. See also contention, CSMA/CD. 2. The process by which a game or simulation program determines whether two objects on the screen are touching each other. This is a time-consuming, often complicated procedure; some computers optimized for graphics and games, such as the Amiga, have special hardware built in specifically to detect collisions.
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