GDC 2014

GDC 2014 Session Scheduler

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Export Schedule:

Physics for Game Programmers: QuickHull

Dirk Gregorius  |  Software Engineer, Valve

Location: Room 3003, West Hall

Format: Tutorials & Bootcamps
Track: Programming
Vault Recording: Video

This session is about using the QuickHull algorithm for convex hull creation. Dirk will show how to implement the QuickHull algorithm in 3D and how it is used for collision authoring at Valve. The talk will introduce the algorithm in 2D first and then extend to 3D. It will also cover numerical issues which will be handled mostly by using face merging, and show why face merging is important for stable contacts in rigid body simulation.


Attendees will learn fundamental elements and practical considerations for using collision detection and rigid body physics in games.

Intended Audience

Physics programmers and engine programmers, especially those who have an interest in mobile devices.