This paper discusses different types collision detection algorithms and compares them in both theory and in a top down 2D survival shooter game called Survive the Night. The two main families of collision detection algorithms compared are a posteriori and a priori collision detection algorithms. The first type refers to late collision detection algorithms. These algorithms are very simple and efficient; however, they have a large room for error. The latter type refers to early collision detection algorithms. These type of algorithms are very accurate; however, they do suffer in efficiency due to the complexity of the calculations. So, to test these algorithms we build Survive the Night in Unity. Unity is a free (for non-commercial use) gaming engine that uses C\# for scripting that implements its own variations of the two different families of collision detection in 2D and 3D. While this paper discusses both the 2D and 3D cases, collision detection algorithms are only implemented in the 2D case becasue it is easier to build from a graphical standpoint. These algorithms are tested in Survive the Night, for both accuracy and efficiency to compare to their theoretical advantages and disadvantages. Survive the Night could not display any of the disidvantages of the a priori algorithm. However, it was able to graphically display missed collisions for the a posteriori collision detection algorithm.


Fox, Nathan


Computer Science


Graphics and Human Computer Interfaces | Theory and Algorithms

Publication Date


Degree Granted

Bachelor of Arts

Document Type

Senior Independent Study Thesis



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