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  Video: Collision detection in MDK2, NeverWinter Nights
 

June 6, 2013   |   By GDC Vault Staff

Comments 4 comments

More: Console/PC, Programming, Design, Video





Stan Melax discusses the math behind binary space partitioning (BSP) collision detection used in MDK2 and NeverWinter Nights in this programming-intensive lecture from GDC 2001.

Recently added to GDC Vault, this talk explores player control and navigation in MDK2, the memory-saving "Dynamic Plane Shifting BSP Algorithm" used to make the game rich in content, and more. The free video is live here.

For the diagram-filled paper that this talk is based on, check out Melax's feature on Gamasutra.

Session Name: BSP Collision Detection As Used In MDK2 and NeverWinter Nights

Speaker(s): Stan Melax

Company Name(s): BioWare

Track / Format: Programming

About the GDC Vault

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.
 
 
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Comments

Maciej Bacal
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A collision detection talk from 2001, i love it! If you want to get an HTML5/WebGL game up and running, the solutions used in 3D games over a decade ago are invaluable.

scott anderson
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To be fair, collision detection isn't something that dates as quickly as say, rendering. There are plenty of modern games that use collision techniques that were used in realtime games in the 80s. Many AAA next-gen games are probably using techniques that aren't too far off from this talk for character collision.

Maciej Bacal
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Ugh... It doesn't matter if these techniques are "probably" still in use or not, people don't talk about them anymore. Where else are you going to hear about using a special BSP tree just for the Minkowski Sums to detect player collision with level geometry? These days talks about collision detection default to generic physics engine solutions. Presentations like these are gems.

scott anderson
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Oh yeah, I strongly agree. I was more pointing out that these techniques are still useful outside of HTML5\WebGL games.


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