Collisions
2025/12/27
- Type
- Learning Resource
- Format
- Glossary Article
- Version
- General
- Subject Tags
- Created
- Updated
- 2026/02/16
- 2025/12/27
In games, a collision refers to when two in-game objects touch one another or overlap in a way that the game needs to recognize.
We use collisions mainly to:
Collisions rely on simple and invisible geometry to save on performance. They don't directly use the 3D models and sprites the player sees.
While the computer can display and shade millions of polygons in each frame, physics calculations are much more expensive. So, we use a simplified representation of the game world for physics.
We often work with basic geometric shapes like circles, rectangles, capsules, or planes. When we need to match the shape of a sprite or 3D model closely, we also use hand-crafted polygons and 3D meshes. The more detailed these hand-crafted shapes are, the more performance they cost.
In game engines, not all entities have collision support. Generally, we use specific components to tell the physics engine which entities should support collisions and how they should behave.
We typically use one of the physics nodes in Godot for this purpose. They mainly are:
To be precise, all the nodes that inherit from CollisionObject3D and CollisionObject2D support collisions. We pair them with one or more collision nodes to define their collision geometry:
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