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Diff for: articles/getting_to_know/howto/HowTo_CollisionDetectionOverview.md

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## Adding New Collision Data Structures
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When implementing other bounding volume classes and intersection tests, you will probably need to add a custom content pipeline processor. For example, your game might need to use convex hulls for collision detection. You could use a custom processor to determine the convex hull and then place it in the model's tag field. Then, when the model is loaded at run time, the convex hull information would be available in the model. For more information, see [Extending a Standard Content Processor](Content_Pipeline/HowTo_Extend_Processor.md).
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When implementing other bounding volume classes and intersection tests, you will probably need to add a custom content pipeline processor. For example, your game might need to use convex hulls for collision detection. You could use a custom processor to determine the convex hull and then place it in the model's tag field. Then, when the model is loaded at run time, the convex hull information would be available in the model. For more information, see [Extending a Standard Content Processor](content_pipeline/HowTo_Extend_Processor.md).

Diff for: articles/getting_to_know/howto/graphics/index.md

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Demonstrates how to draw a scrolling background sprite using the SpriteBatch class.
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> More Coming soon
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### Cameras
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> Coming soon
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- [Rotating and Moving the Camera](HowTo_RotateMoveCamera.md)
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Demonstrates how to rotate and move a camera in a 3D environment. You can rotate the camera about its y-axis, and move it forward and backward. You control the camera's position and orientation by using the directional keys on your keyboard or by using the D-pad of your gamepad.
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Demonstrates how to create a render target using the RenderTarget2D class.
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- [How to create a Full-Screen Game](HowTo_FullScreen.md)
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Demonstrates how to start a game in full-screen mode.
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- [How to restrict Aspect Ratio on a Graphics Device](HowTo_AspectRatio.md)
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Demonstrates how to create a custom GraphicsDeviceManager that only selects graphics devices with widescreen aspect ratios in full-screen mode.
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- [How to display Multiple Screens with Viewports](HowTo_UseViewportForSplitscreenGaming.md)
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Demonstrates how to use viewports to display different scenes simultaneously using two cameras.
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### 3D Rendering
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This section walks through several core concepts related 3D rendering and math practices with MonoGame.
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Demonstrates how to create and initialize an instance of the BasicEffect class and use it to draw simple geometry.
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- [Using a Basic Effect with Texturing](HowTo_Draw_Textured_Quad.md)
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Demonstrates how to create and draw a simple quad—two triangles that form a rectangle or square—using **DrawUserIndexedPrimitives**.
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- [How to create a State Object](HowTo_Create_a_StateObject.md)
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Demonstrates how to create a state object using any of the state object classes: BlendState, DepthStencilState, RasterizerState, or SamplerState.
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Demonstrates how to enable anti-aliasing for your game.
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- [How to create a Custom Vertex Declaration](HowTo_UseACustomVertex.md)
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Demonstrates how to create a custom vertex declaration and use it to render a 3D object.
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- [How to Dynamically Update Vertex Data](HowTo_DynamicallyUpdateVertices.md)
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Geometry in a 3D game is defined by vertex data. Sometimes, a game needs to modify vertex data or even generate new vertex data dynamically (at run time). Here are some solutions for dynamically updating vertex data.
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### 3D Collisions
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> Coming soon
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[Bounding Volumes and Collisions](../HowTo_CollisionDetectionOverview.md)
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Collision detection determines whether objects in a game world overlap each other.
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[Selecting an Object with a Mouse](HowTo_Select_an_Object_with_a_Mouse.md)
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Demonstrates how to check whether the mouse is positioned over a 3D object by creating a ray starting at the camera's near clipping plane and ending at its far clipping plane.
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[Testing for Collisions](HowTo_Test_for_Collisions.md)
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Demonstrates how to use the BoundingSphere class to check whether two models are colliding.

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