GLOSSARY ENTRY (DERIVED FROM QUESTION BELOW) | ||||
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11:29 Apr 30, 2010 |
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English to Japanese translations [PRO] Tech/Engineering - Physics / Physics, Animation | |||||||
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| Selected response from: Joyce A Thailand Local time: 06:53 | ||||||
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Summary of answers provided | ||||
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3 | 衝突判定 |
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1 | 命中箇所探知 |
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命中箇所探知 Explanation: a guess |
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衝突判定 Explanation: I have found a term used in animation, video games, etc. called "collision detection" (perhaps it could be the same thing since "hit" and "collision/collide" are synonymous). http://en.wikipedia.org/wiki/Collision_detection Collision detection In physical simulations, video games and computational geometry, collision detection involves algorithms for checking for collision, i.e. intersection, of two given solids. Simulating what happens once a collision is detected is sometimes referred to as "collision response" (see collision response, physics engine and ragdoll physics). Collision detection algorithms are a basic component of 3D and 2D video games. Without them, characters could go through walls and other obstacles. Here is the Japanese version: 衝突判定 出典: フリー百科事典『ウィキペディア(Wikipedia)』 衝突判定(しょうとつはんてい、Collision Detection)とは、ビデオゲームや物理シミュレーション、計算幾何学などの分野において、ある物体が別の物体に当たったか(衝突したか)どうかを判定するプログラム処理のこと。 当たり判定と呼ばれることもあるが、この語はゲーム用語としての使われ方が主。詳細は当たり判定の項目を参照。 -------------------------------------------------- Note added at 55 mins (2010-04-30 12:24:51 GMT) -------------------------------------------------- I have found a website (see below) about "collision detection" that uses the words "Hit Detection" as a heading. It's a very interesting website about computer game developing, etc. http://www.gamedev.net/reference/articles/article736.asp Early Hit Detection ...It did speed up the “detection of a hit” between two objects, but this had a negligible effect on the speed of the game as a whole, for one simple reason: objects almost never collide with each other. For example, suppose you throw a big rock at your friend's face. The rock will travel toward your friend for some time, with little computation being performed because of culling by the early collision filters. |
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