You've been logged out of GDC Vault since the maximum users allowed for this account has been reached. To access Members Only content on GDC Vault, please log out of GDC Vault from the computer which last accessed this account.

Click here to find out about GDC Vault Membership options for more users.

close

The Number One Educational Resource for the Game Industry

Session Name: Physics for Game Programmers: QuickHull
Speaker(s): Dirk Gregorius
Company Name(s): Valve
Track / Format: Programming

Did you know free users get access to 30% of content from the last 2 years?


Get your team full access to the most up to date GDC content

Overview: 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.

GDC 2014

Dirk Gregorius

Valve

free content

Programming

Programming