AABB Collision Detection
Axis-Aligned Bounding Box collision is efficient:
- Rectangle overlap testing
- Simple arithmetic calculations
- Fast broad-phase detection
- Perfect for grid-based games
Circle Collision
Circle-to-circle uses distance formula:
- Compare distance vs combined radii
- Efficient for many game types
- Works well for projectiles
SAT (Separating Axis Theorem)
Handles complex polygon collisions:
- Project shapes onto axes
- Find separating axis
- Accurate but computationally expensive
- Used for precise collision
Spatial Partitioning
Optimize with grid or quadtrees:
- Reduce collision check pairs
- Divide space into regions
- Only test nearby objects
Conclusion
Choose collision algorithms based on performance needs: AABB for speed, SAT for accuracy, spatial partitioning for optimization.