Game engines use the Sutherland-Hodgman algorithm to determine the contact points of two colliding polygons. This post provides a visualization of the algorithm.
To determine which objects are most likely to collide, a game engine parses the space of every model and creates a tree-like structure known as a Boundary Volume Hierarchy (BVH). This post shows a visualization of the BVH algorithm.
Most game engine development books explain the Runge-Kutta Method from the mathematical point of view without providing any visual depiction. In this post, I will not focus on the mathematical point of view but the visual point of view.
Ever wondered how a physics engine works? Or how 3D objects in a game collide among themselves? In this post, I provide an overview of how a physics engine works and its mechanics.