{"json_modified": "2014-05-24T07:52:11.890261", "slug": "Games/Techniques/2D_collision_detection", "tags": ["D\u00e9tection de collisions", "Algorithmes", "2D", "Jeux", "JavaScript"], "locale": "fr", "title": "D\u00e9tection de collisions en 2D", "translations": [{"locale": "en-US", "localization_tags": [], "last_edit": "2014-03-17T05:00:12", "url": "/en-US/docs/Games/Techniques/2D_collision_detection", "title": "2D collision detection"}], "modified": "2014-05-24T07:52:11", "label": "D\u00e9tection de collisions en 2D", "localization_tags": [], "url": "/fr/docs/Games/Techniques/2D_collision_detection", "last_edit": "2014-05-24T07:52:10", "summary": "Une des formes les plus simples de d\u00e9tection de collision est une collision entre deux rectangles align\u00e9s sur les m\u00eames axes (c\u2019est-\u00e0-dire sans rotation). L\u2019algorithme suivant fonctionne en v\u00e9rifiant qu\u2019il n\u2019y a pas d\u2019espace vide entre les 4 c\u00f4t\u00e9s du rectangle. Si l\u2019ensemble du rectangle est entour\u00e9 de vide, on en conclut qu\u2019il n\u2019y a pas de collision.", "sections": [{"id": "Bo.C3.AEtes_englobantes_align.C3.A9es_sur_les_axes", "title": "Bo\u00eetes englobantes align\u00e9es sur les axes"}, {"id": "Collision_de_cercles", "title": "Collision de cercles"}, {"id": "Th.C3.A9or.C3.A8me_des_axes_s.C3.A9parateurs", "title": "Th\u00e9or\u00e8me des axes s\u00e9parateurs"}, {"id": "Performances", "title": "Performances"}, {"id": "Phase_large", "title": "Phase large"}, {"id": "Phase_.C3.A9troite", "title": "Phase \u00e9troite"}], "id": 109205, "review_tags": []}