CPC Subgroup
A63F 13/577 using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
Full Title
Video games, i.e. games using an electronically generated display having two or more dimensions > Controlling game characters or game objects based on the game progress > Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence) > using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars