Files
2026-02-22 23:04:42 -05:00

24 KiB

Game Development Algorithms

A comprehensive reference covering essential algorithms for game development, including line drawing, raycasting, collision detection, physics simulation, and vector mathematics.


Bresenham's Line Algorithm -- Raycasting, Line of Sight, and Pathfinding

Source: https://deepnight.net/tutorial/bresenham-magic-raycasting-line-of-sight-pathfinding/

What It Is

Bresenham's line algorithm is an efficient method for determining which cells in a grid lie along a straight line between two points. Originally developed for plotting pixels on raster displays, it has become a foundational tool in game development for raycasting, line-of-sight checks, and grid-based pathfinding. The algorithm uses only integer arithmetic (additions, subtractions, and bit shifts), making it extremely fast.

Mathematical / Algorithmic Concepts

The core idea is to walk along the major axis (the axis with the greater distance) one cell at a time, accumulating an error term that tracks how far the true line deviates from the current minor-axis position. When the error exceeds a threshold, the minor-axis coordinate is incremented.

Key properties:

  • Integer-only arithmetic: No floating-point division or multiplication required.
  • Incremental error accumulation: The fractional slope is tracked via an integer error term, avoiding drift.
  • Symmetry: The algorithm works identically regardless of line direction by adjusting step signs.

Given two grid points (x0, y0) and (x1, y1):

dx = abs(x1 - x0)
dy = abs(y1 - y0)

The error term is initialized and updated each step. When it crosses zero, the secondary axis is stepped.

Pseudocode

function bresenham(x0, y0, x1, y1):
    dx = abs(x1 - x0)
    dy = abs(y1 - y0)
    sx = sign(x1 - x0)   // -1 or +1
    sy = sign(y1 - y0)   // -1 or +1
    err = dx - dy

    while true:
        visit(x0, y0)          // process or record this cell

        if x0 == x1 AND y0 == y1:
            break

        e2 = 2 * err

        if e2 > -dy:
            err = err - dy
            x0  = x0 + sx

        if e2 < dx:
            err = err + dx
            y0  = y0 + sy

Haxe Implementation (from source)

public function hasLineOfSight(x0:Int, y0:Int, x1:Int, y1:Int):Bool {
    var dx = hxd.Math.iabs(x1 - x0);
    var dy = hxd.Math.iabs(y1 - y0);
    var sx = (x0 < x1) ? 1 : -1;
    var sy = (y0 < y1) ? 1 : -1;
    var err = dx - dy;

    while (true) {
        if (isBlocking(x0, y0))
            return false;

        if (x0 == x1 && y0 == y1)
            return true;

        var e2 = 2 * err;
        if (e2 > -dy) {
            err -= dy;
            x0 += sx;
        }
        if (e2 < dx) {
            err += dx;
            y0 += sy;
        }
    }
}

Practical Game Development Applications

  • Line of Sight (LOS): Walk the Bresenham line from an entity to a target; if any cell along the path is a wall or obstacle, line of sight is blocked.
  • Raycasting on grids: Cast rays from a source in multiple directions to compute visibility maps or field-of-view cones.
  • Grid-based pathfinding validation: After computing a path (e.g., via A*), verify that straight-line shortcuts between waypoints are unobstructed using Bresenham checks.
  • Projectile tracing: Determine which tiles a bullet or projectile passes through in a tile-based game.
  • Lighting and shadow casting: Trace rays from a light source to compute lit vs shadowed cells on a 2D grid.

Collision Detection and Response Systems

Source: https://medium.com/@erikkubiak/dev-log-1-custom-engine-writing-my-collision-system-2a97856f9a93

What It Is

A collision system is responsible for detecting when game objects overlap or intersect and then resolving those overlaps so that objects respond physically (bouncing, stopping, sliding). Building a custom collision system involves choosing appropriate bounding shapes, implementing overlap tests, and designing a resolution strategy.

Mathematical / Algorithmic Concepts

Bounding Shapes

  • AABB (Axis-Aligned Bounding Box): A rectangle whose sides are aligned with the coordinate axes. Defined by a position (center or top-left corner) and half-widths. Fast overlap tests but imprecise for rotated or irregular shapes.
  • Circle / Sphere colliders: Defined by center and radius. Overlap test is a simple distance comparison.
  • OBB (Oriented Bounding Box): A rotated rectangle. Uses the Separating Axis Theorem for overlap tests.

AABB vs AABB Overlap Test

Two axis-aligned bounding boxes overlap if and only if they overlap on every axis:

overlapX = (a.x - a.halfW < b.x + b.halfW) AND (a.x + a.halfW > b.x - b.halfW)
overlapY = (a.y - a.halfH < b.y + b.halfH) AND (a.y + a.halfH > b.y - b.halfH)
collision = overlapX AND overlapY

Circle vs Circle Overlap Test

dx = a.x - b.x
dy = a.y - b.y
distSquared = dx * dx + dy * dy
collision = distSquared < (a.radius + b.radius) ^ 2

Comparing squared distances avoids a costly square root operation.

Separating Axis Theorem (SAT)

Two convex shapes do NOT collide if there exists at least one axis along which their projections do not overlap. For rectangles, test the edge normals of both rectangles. If all projections overlap, the shapes are colliding.

Sweep and Prune (Broad Phase)

Rather than testing every pair of objects (O(n^2)), sort objects along one axis by their minimum extent. Objects that do not overlap on that axis cannot collide and are pruned from detailed checks.

Pseudocode -- Collision Detection and Resolution

// Broad phase: spatial hash or sweep-and-prune
candidates = broadPhase(allObjects)

for each pair (a, b) in candidates:
    overlap = narrowPhaseTest(a, b)

    if overlap:
        // Compute penetration vector
        penetration = computePenetration(a, b)

        // Resolve: push objects apart along the minimum penetration axis
        if a.isStatic:
            b.position += penetration
        else if b.isStatic:
            a.position -= penetration
        else:
            a.position -= penetration * 0.5
            b.position += penetration * 0.5

        // Optional: apply impulse for velocity response
        relativeVelocity = a.velocity - b.velocity
        impulse = computeImpulse(relativeVelocity, penetration.normal, a.mass, b.mass)
        a.velocity -= impulse / a.mass
        b.velocity += impulse / b.mass

Minimum Penetration Vector (for AABBs)

function computePenetration(a, b):
    overlapX_left  = (a.x + a.halfW) - (b.x - b.halfW)
    overlapX_right = (b.x + b.halfW) - (a.x - a.halfW)
    overlapY_top   = (a.y + a.halfH) - (b.y - b.halfH)
    overlapY_bot   = (b.y + b.halfH) - (a.y - a.halfH)

    minOverlapX = min(overlapX_left, overlapX_right)
    minOverlapY = min(overlapY_top, overlapY_bot)

    if minOverlapX < minOverlapY:
        return Vector(sign * minOverlapX, 0)
    else:
        return Vector(0, sign * minOverlapY)

Spatial Partitioning Strategies

Strategy Best For Description
Uniform Grid Evenly distributed objects Divide world into fixed cells; objects register in their cell(s).
Quadtree Non-uniform distribution Recursively subdivide space into 4 quadrants. Efficient for sparse scenes.
Spatial Hash Dynamic scenes Hash object positions to buckets. O(1) lookup for neighbors.
Sweep and Prune Many moving objects Sort by axis; only test overlapping intervals.

Practical Game Development Applications

  • Platformer physics: Resolve player-vs-terrain collisions so the character lands on platforms and cannot walk through walls.
  • Projectile hit detection: Determine when a projectile (often a small AABB or circle) contacts an enemy or obstacle.
  • Trigger zones: Detect when a player enters a region (overlap test without physical resolution) to trigger events.
  • Entity stacking: Handle objects piled on top of each other using iterative resolution with multiple passes.

Velocity and Speed

Source: https://www.gamedev.net/tutorials/programming/math-and-physics/a-quick-lesson-in-velocity-and-speed-r6109/

What It Is

Velocity and speed are fundamental concepts for moving objects in games. Speed is a scalar (magnitude only), while velocity is a vector (magnitude and direction). Understanding the distinction is critical for implementing correct movement, physics, and AI steering behaviors.

Mathematical / Algorithmic Concepts

Definitions

  • Speed: A scalar quantity representing how fast an object moves, regardless of direction.

    speed = |velocity| = sqrt(vx^2 + vy^2)
    
  • Velocity: A vector quantity representing both speed and direction.

    velocity = (vx, vy)
    
  • Acceleration: The rate of change of velocity over time.

    acceleration = (ax, ay)
    velocity += acceleration * deltaTime
    

Updating Position with Velocity

Each frame, an object's position is updated by its velocity, scaled by the time step:

position.x += velocity.x * deltaTime
position.y += velocity.y * deltaTime

This is Euler integration, the simplest (first-order) integration method.

Normalizing Direction

To move at a fixed speed in a given direction, normalize the direction vector and multiply by the desired speed:

direction = target - current
length = sqrt(direction.x^2 + direction.y^2)
if length > 0:
    direction.x /= length
    direction.y /= length
velocity = direction * speed

This prevents the "diagonal movement problem" where moving diagonally at full speed on both axes results in ~1.414x the intended speed.

Frame-Rate Independence

Without deltaTime, movement speed depends on the frame rate:

// WRONG: frame-rate dependent
position += velocity

// CORRECT: frame-rate independent
position += velocity * deltaTime

deltaTime is the elapsed time (in seconds) since the last frame update.

Pseudocode -- Complete Movement Update

function update(entity, deltaTime):
    // Apply acceleration (gravity, thrust, friction, etc.)
    entity.velocity.x += entity.acceleration.x * deltaTime
    entity.velocity.y += entity.acceleration.y * deltaTime

    // Clamp speed to a maximum
    currentSpeed = magnitude(entity.velocity)
    if currentSpeed > entity.maxSpeed:
        entity.velocity = normalize(entity.velocity) * entity.maxSpeed

    // Apply friction / drag
    entity.velocity.x *= (1 - entity.friction * deltaTime)
    entity.velocity.y *= (1 - entity.friction * deltaTime)

    // Update position
    entity.position.x += entity.velocity.x * deltaTime
    entity.position.y += entity.velocity.y * deltaTime

Practical Game Development Applications

  • Character movement: Apply velocity each frame to move the player smoothly, clamping to a max speed for consistent feel.
  • Projectiles: Give bullets or arrows an initial velocity vector; update position each frame.
  • Gravity: Apply a constant downward acceleration to velocity each frame to simulate falling.
  • Friction and drag: Reduce velocity over time by multiplying by a damping factor to simulate surface friction or air resistance.
  • AI steering: Compute a desired velocity toward a target, then smoothly adjust the current velocity toward it (seek, flee, arrive behaviors).

Physics Engine Fundamentals

Source: https://winter.dev/articles/physics-engine

What It Is

A physics engine simulates real-world physical behaviors -- gravity, collisions, rigid body dynamics -- so that game objects move and interact realistically. The core loop of a physics engine consists of: applying forces, integrating motion, detecting collisions, and resolving collisions.

Mathematical / Algorithmic Concepts

The Physics Loop

A physics engine runs a fixed-timestep update loop:

accumulator = 0
fixedDeltaTime = 1 / 60  // 60 Hz physics

function physicsUpdate(frameDeltaTime):
    accumulator += frameDeltaTime

    while accumulator >= fixedDeltaTime:
        step(fixedDeltaTime)
        accumulator -= fixedDeltaTime

Using a fixed timestep ensures deterministic, stable simulation regardless of rendering frame rate.

Integration Methods

Semi-Implicit Euler (symplectic Euler) -- the standard for game physics:

velocity += acceleration * dt
position += velocity * dt

This is more stable than explicit Euler (which updates position first) because velocity is updated before being used to update position.

Verlet Integration -- an alternative that does not store velocity explicitly:

newPosition = 2 * position - oldPosition + acceleration * dt * dt
oldPosition = position
position = newPosition

Verlet is particularly useful for constraints (cloth, ragdoll) because positions can be directly manipulated while preserving momentum.

Rigid Body Properties

Each rigid body has:

Property Description
position Center of mass in world space
velocity Linear velocity vector
acceleration Sum of all forces / mass
mass Resistance to linear acceleration
inverseMass 1 / mass (0 for static objects)
angle Rotation angle
angularVelocity Rate of rotation
inertia Resistance to angular acceleration
restitution Bounciness (0 = no bounce, 1 = perfectly elastic)
friction Surface friction coefficient

Force Accumulation

Forces are accumulated each frame, then converted to acceleration:

function applyForce(body, force):
    body.forceAccumulator += force

function integrate(body, dt):
    body.acceleration = body.forceAccumulator * body.inverseMass
    body.velocity += body.acceleration * dt
    body.position += body.velocity * dt
    body.forceAccumulator = (0, 0)  // reset

Collision Detection Pipeline

The detection phase is split into two stages:

  1. Broad Phase: Quickly eliminate pairs that cannot possibly collide using bounding volumes (AABBs) and spatial structures (grids, BVH trees, sweep-and-prune).

  2. Narrow Phase: For candidate pairs, perform precise shape-vs-shape tests to determine if they actually overlap and compute contact information (collision normal, penetration depth, contact points).

Collision Resolution with Impulses

When two bodies collide, an impulse is applied along the collision normal to separate them and adjust their velocities:

function resolveCollision(a, b, normal, penetration):
    // Relative velocity at the contact point
    relVel = b.velocity - a.velocity
    velAlongNormal = dot(relVel, normal)

    // Do not resolve if objects are separating
    if velAlongNormal > 0:
        return

    // Coefficient of restitution (take minimum)
    e = min(a.restitution, b.restitution)

    // Impulse magnitude
    j = -(1 + e) * velAlongNormal
    j /= a.inverseMass + b.inverseMass

    // Apply impulse
    impulse = j * normal
    a.velocity -= impulse * a.inverseMass
    b.velocity += impulse * b.inverseMass

    // Positional correction (prevent sinking)
    correction = max(penetration - slop, 0) / (a.inverseMass + b.inverseMass) * percent
    a.position -= correction * a.inverseMass * normal
    b.position += correction * b.inverseMass * normal

Key constants:

  • slop: A small tolerance (e.g., 0.01) to prevent jitter from micro-penetrations.
  • percent: Typically 0.2 to 0.8; controls how aggressively positional correction is applied.

Rotational Dynamics

For 2D rotation, torque is the rotational equivalent of force:

torque = cross(contactPoint - centerOfMass, impulse)
angularAcceleration = torque * inverseInertia
angularVelocity += angularAcceleration * dt
angle += angularVelocity * dt

The moment of inertia depends on the shape:

  • Circle: I = 0.5 * m * r^2
  • Rectangle: I = (1/12) * m * (w^2 + h^2)

Pseudocode -- Complete Physics Step

function step(dt):
    // 1. Apply external forces (gravity, player input, etc.)
    for each body in world.bodies:
        if not body.isStatic:
            body.applyForce(gravity * body.mass)

    // 2. Integrate velocities and positions
    for each body in world.bodies:
        if not body.isStatic:
            body.velocity += (body.forceAccumulator * body.inverseMass) * dt
            body.position += body.velocity * dt
            body.angularVelocity += body.torque * body.inverseInertia * dt
            body.angle += body.angularVelocity * dt
            body.forceAccumulator = (0, 0)
            body.torque = 0

    // 3. Broad-phase collision detection
    pairs = broadPhase(world.bodies)

    // 4. Narrow-phase collision detection
    contacts = []
    for each (a, b) in pairs:
        contact = narrowPhase(a, b)
        if contact:
            contacts.append(contact)

    // 5. Resolve collisions (iterative solver)
    for i in range(solverIterations):   // typically 4-10 iterations
        for each contact in contacts:
            resolveCollision(contact.a, contact.b,
                             contact.normal, contact.penetration)

Practical Game Development Applications

  • Platformers: Gravity, ground contact, jumping arcs, and moving platforms.
  • Top-down games: Sliding along walls, knockback from attacks.
  • Ragdoll physics: Chain of rigid bodies connected by constraints.
  • Vehicle simulation: Suspension springs, tire friction, engine force.
  • Destruction: Breaking objects into debris with individual physics bodies.

Vector Mathematics for Game Development

Source: https://www.gamedev.net/tutorials/programming/math-and-physics/vector-maths-for-game-dev-beginners-r5442/

What It Is

Vectors are the mathematical building blocks of game development. A vector represents a quantity with both magnitude and direction. In 2D games, vectors are pairs (x, y); in 3D, triples (x, y, z). Nearly every game system -- movement, physics, rendering, AI -- relies on vector operations.

Mathematical / Algorithmic Concepts

Vector Representation

A 2D vector:

v = (x, y)

A 3D vector:

v = (x, y, z)

Vectors can represent positions, directions, velocities, forces, or any quantity with magnitude and direction.

Vector Addition

Component-wise addition. Used to apply velocity to position, combine forces, etc.

a + b = (a.x + b.x, a.y + b.y)

Example: Moving a character by its velocity:

position = position + velocity * deltaTime

Vector Subtraction

Component-wise subtraction. Used to find the direction and distance from one point to another.

a - b = (a.x - b.x, a.y - b.y)

Example: Direction from enemy to player:

directionToPlayer = player.position - enemy.position

Scalar Multiplication

Scales a vector's magnitude without changing its direction:

s * v = (s * v.x, s * v.y)

Example: Setting movement speed:

velocity = normalizedDirection * speed

Magnitude (Length)

The length of a vector, computed via the Pythagorean theorem:

|v| = sqrt(v.x^2 + v.y^2)

In 3D:

|v| = sqrt(v.x^2 + v.y^2 + v.z^2)

Optimization: When only comparing distances (not needing the actual value), use squared magnitude to avoid the expensive square root:

|v|^2 = v.x^2 + v.y^2

Normalization

Produces a unit vector (length 1) pointing in the same direction:

normalize(v) = v / |v| = (v.x / |v|, v.y / |v|)

A normalized vector represents pure direction. Always check that |v| > 0 before dividing to avoid division by zero.

Example: Get the direction an entity is facing:

facing = normalize(target - self.position)

Dot Product

A scalar result that encodes the angular relationship between two vectors:

a . b = a.x * b.x + a.y * b.y

In 3D:

a . b = a.x * b.x + a.y * b.y + a.z * b.z

Geometric interpretation:

a . b = |a| * |b| * cos(theta)

Where theta is the angle between the vectors. For unit vectors:

a . b = cos(theta)

Key properties:

  • a . b > 0: Vectors point in roughly the same direction (angle < 90 degrees).
  • a . b == 0: Vectors are perpendicular (angle = 90 degrees).
  • a . b < 0: Vectors point in roughly opposite directions (angle > 90 degrees).

Game dev uses:

  • Field-of-view checks: Is the player in front of the enemy?
  • Lighting: Compute diffuse light intensity (max(0, dot(normal, lightDir))).
  • Projection: Project one vector onto another.

Cross Product (3D)

Produces a vector perpendicular to both input vectors:

a x b = (
    a.y * b.z - a.z * b.y,
    a.z * b.x - a.x * b.z,
    a.x * b.y - a.y * b.x
)

The magnitude of the cross product equals:

|a x b| = |a| * |b| * sin(theta)

In 2D, the "cross product" is a scalar (the z-component of the 3D cross product):

a x b = a.x * b.y - a.y * b.x

Game dev uses:

  • Determine winding order (clockwise vs counter-clockwise).
  • Compute surface normals for lighting.
  • Determine if a point is to the left or right of a line.

Perpendicular Vector (2D)

To get a vector perpendicular to (x, y):

perp = (-y, x)    // 90 degrees counter-clockwise
perp = (y, -x)    // 90 degrees clockwise

Useful for computing normals of 2D edges and walls.

Projection

Project vector a onto vector b:

proj_b(a) = (a . b / b . b) * b

If b is already a unit vector:

proj_b(a) = (a . b) * b

Game dev uses:

  • Determine velocity component along a surface normal (for bounce/reflection).
  • Sliding along a wall: Subtract the normal component from velocity.

Reflection

Reflect vector v across a surface with normal n (where n is a unit vector):

reflected = v - 2 * (v . n) * n

Game dev uses:

  • Ball bouncing off a wall.
  • Light reflection calculations.
  • Ricochet trajectories.

Pseudocode -- Vector2D Class

class Vector2D:
    x, y

    function add(other):
        return Vector2D(x + other.x, y + other.y)

    function subtract(other):
        return Vector2D(x - other.x, y - other.y)

    function scale(scalar):
        return Vector2D(x * scalar, y * scalar)

    function magnitude():
        return sqrt(x * x + y * y)

    function magnitudeSquared():
        return x * x + y * y

    function normalize():
        mag = magnitude()
        if mag > 0:
            return Vector2D(x / mag, y / mag)
        return Vector2D(0, 0)

    function dot(other):
        return x * other.x + y * other.y

    function cross(other):
        return x * other.y - y * other.x

    function perpendicular():
        return Vector2D(-y, x)

    function reflect(normal):
        d = dot(normal)
        return Vector2D(x - 2 * d * normal.x, y - 2 * d * normal.y)

    function angleTo(other):
        return acos(normalize().dot(other.normalize()))

    function distanceTo(other):
        return subtract(other).magnitude()

    function lerp(other, t):
        return Vector2D(
            x + (other.x - x) * t,
            y + (other.y - y) * t
        )

Practical Game Development Applications

  • Movement and steering: Add velocity vectors to position; normalize direction vectors and multiply by speed for consistent movement.
  • Distance checks: Use squared magnitude for performance-friendly radius checks (e.g., "is this enemy within range?").
  • Field-of-view: Use the dot product between an entity's forward vector and the direction to a target to determine if the target is within a vision cone.
  • Wall sliding: Project the velocity onto the wall's tangent (perpendicular to the normal) to allow smooth sliding along surfaces.
  • Reflections and bouncing: Use the reflection formula when a projectile or ball hits a surface.
  • Interpolation: Use lerp (linear interpolation) between two vectors for smooth movement, camera tracking, and animations.
  • Rotation: Rotate a vector by an angle using trigonometry:
    rotated.x = v.x * cos(angle) - v.y * sin(angle)
    rotated.y = v.x * sin(angle) + v.y * cos(angle)
    

Quick Reference Table

Algorithm / Concept Primary Use Case Complexity
Bresenham's Line Grid raycasting, line of sight O(max(dx, dy)) per ray
AABB Overlap Fast collision detection O(1) per pair
Circle Overlap Round collider detection O(1) per pair
Separating Axis Theorem Convex polygon collision O(n) per pair (n = edges)
Spatial Hashing Broad-phase collision culling O(1) average lookup
Euler Integration Simple physics stepping O(1) per body per step
Verlet Integration Constraint-based physics O(1) per body per step
Impulse Resolution Collision response O(iterations * contacts)
Vector Normalization Direction extraction O(1)
Dot Product Angle/projection queries O(1)
Cross Product Perpendicularity / winding O(1)
Reflection Bounce / ricochet O(1)