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HomeMechanicsSpace & LocomotionObject Collision As Verb
Space & Locomotion

Object Collision As Verb

Object collision is the rule that two things touching in a game's coordinate space causes an event, the primitive underneath every hit, landing, block and death in the medium.

Introduced 1962 Origin Spacewar! Developer Steve Russell / MIT Direct forks 10 All descendants 93 Later adopters 9

At its simplest, collision detection asks whether two shapes overlap this frame, and collision response decides what that overlap means. A pair of coordinates and radii is enough: if the distance between torpedo and ship falls below a threshold, the ship is destroyed. Everything expressive about it lives in the response half. Same test, different verb, and you have a bullet, a footstep on solid ground, a locked door, or a catch.

Spacewar! arrived in 1962 on a PDP-1 at MIT, where Steve Russell and his collaborators had a vector display, scarce memory, and no precedent to copy. Two ships, two torpedoes, and a star: for any of it to be a game rather than an animation, the program had to notice contact and act on it. Hardware offered no help, so the test was arithmetic, run every frame on positions the program already tracked.

Because contact is cheap to compute and endlessly reinterpretable, it became the substrate rather than a feature. Genres separate mostly by what they do after the overlap: subtract hit points, stop movement, start a grab animation, deform a mesh. Costs followed. Collision is where cheating, lag compensation and hitbox arguments live, and a mismatch between the visible body and the tested shape is still one of the most common sources of felt unfairness.

Lineage — traced back to a root

Every mechanic in this dataset resolves to an ancestral chain. This one is 1 step deep, beginning with Object Collision As Verb in 1962.

1962 · introduced in Spacewar!

Open this lineage in the interactive graph →

Everything downstream

93 mechanics ultimately descend from this one.

Single-Screen Arena 1972Same-Screen Two-Player 1972Wraparound Topology 1979Hit Points 1980First-Person Vector Space 1980Continuous Scrolling Playfield 1980Flip-Screen Room Graph 1980Line-of-Sight Detection 1981Flight Simulation 1982Sprite-Scaling Pseudo-3D 1982Isometric Projection 1982Parallax Depth Layers 1982Split-Screen Simultaneous 1984Momentum-Based Platform Control 1985Ability-Gated Interlocked Map 1986Weapon Durability Decay 1990Rotating Ground Plane 1990Chained Combo Strings 1991Systemic Solution Space 1992Raycast Corridor 3D 1992Cancels and Super Meter 1993Networked Deathmatch 1993In-Game Automap 1993Analog Free-Roam 3D Movement 1996Graded Analog Input 1996Trailing Follow Camera 1996True Polygonal Free-Look Space 1996Internet Client-Server Play 1996Fixed Cinematic Camera 1996Hub-and-Spoke World Access 1996High-Fidelity Vehicle Physics 1997Directional Attack and Block 1997Parry and Riposte Window 1997Haptic Force Feedback 1997Photo Mode 1997Persistent Shared World 1997Player Guilds and Clans 1997Ragdoll Physics 1998Light-and-Shadow Stealth 1998Diegetic 3D Audio Information 1998Graduated Alert States 1998Explicit Detection Feedback 1998Directed In-Engine Camera Language 1998Contextual Lock-On Targeting 1998Iron-Sight Aim-Down-Sights 1998Learnable Recoil Patterns 1999Coordinated Raid Encounters 1999Dual-Analog Move + Look 2000Destructible Geometry 2001Player-Controlled Bullet Time 2001Constrained Weapon Loadout 2001Regenerating Health 2001Seamless Streaming Open World 2001Drop-In Co-op Campaign 2001Waypoint Objective Marker 2001Persistent Minimap / Radar 2001Over-the-Shoulder Aim 2003Snap-to-Cover Combat 2003Rigid-Body Puzzle Physics 2004Physics Manipulation Tool 2004Grapple & Tether Traversal 2004Automated Skill Matchmaking 2004Direct Touch Manipulation 2005Spatial Motion Input 2006Contextual Execution 2006Social / Crowd Stealth 2007Replay Capture and Sharing 2007Systemic Climbable Surfaces 2007Non-Euclidean Portal Space 2007Persistent Multiplayer Progression 2007Propagating Fire and Fluids 2008First-Person Parkour Flow 2008Diegetic HUD-less Interface 2008Editable Voxel Terrain 2009Infinite Chunked World 2009Free-Form Base Building 2009Stamina Action Economy 2009Poise and Stagger Break 2009Asynchronous Invasion & Messages 2009Bonfire Checkpoint & Currency Risk 2011Mobile Free-to-Play 2012Soft-Body Deformation 2013Live-Service Seasonal Content 2014Asymmetric Multiplayer Roles 2016Planetary-Scale Streaming 2016Systemic Elemental Chemistry 2017Climb-Anything Stamina Traversal 2017Shrinking-Circle Battle Royale 2017Extraction Risk/Reward Loop 2017Cross-Platform Play 2018Deflect-Focused Posture Combat 2019Non-Verbal Ping Communication 2019Room-Scale VR Presence 2020

Look this mechanic up elsewhere

Also called: collision detection, hitboxes, hit detection

Cite this entry

“Object Collision As Verb.” The Genome of Games, an ontology of game mechanics. Origin: Spacewar! (1962). https://genome-of-games.vercel.app/feature/object-collision-as-verb/