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A detailed analysis of the implementation of the physics system in Sonic games: it runs efficiently on a 7MHz 68000 CPU based on predefined collision tiles and simple sensor rules, rather than real-time physics calculations. It also introduces design details such as level collision data, sensor system, dual loop implementation, and the author's progress on an Amiga port.
This post discusses the use of SIMD to optimize collision detection for convex hulls in Box3D, particularly using wide SIMD and the Separating Axis Test to improve performance for hulls with many edges.
This paper explores three novel approaches for procedurally generating enemy morphologies (body plans and collision information) specifically conditioned on player collision interactions, finding all outperform an evolutionary baseline adapted from robotics.