Gamecraft
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The machine: all 32 words

Collision detection

Also said as Broad phase, Narrow phase, Spatial partitioning, AABB

Working out which things are touching. Done in two passes: a broad phase that quickly throws out everything that is nowhere near, and a narrow phase that does the exact test on what is left.

Testing every object against every other grows with the square of the count: 100 objects need 4,950 tests, and 1,000 need nearly 500,000. Without a broad phase, collisions alone will eat the frame.

“We have 800 enemies and are testing every pair. Put them in a uniform grid with 64 px cells and only test neighbouring cells.”

Doom cuts each level into a blockmap, a grid of 128 by 128 unit cells, so a moving thing only checks what is listed in the cells around it.

Detection answers whether two things are touching. Response decides what happens next: bounce, stop, take damage.

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