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/sci/ - Science & Math

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>> No.3684671 [View]
File: 72 KB, 550x343, c&c.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

How did old PC games implement real-time collision detection for a world of many objects? It seems like the algorithm had to be very efficient for the computers of that time to process in real time (the game pictured ran on a 486 66 MHz PC with 8 MB RAM). Any hints?

>> No.3632465 [DELETED]  [View]
File: 72 KB, 550x343, c&c.jpg [View same] [iqdb] [saucenao] [google]
[ERROR]

Why is procrastination such a bitch

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