Tagged Questions
2
votes
2answers
108 views
Canvas Rotation collision detection on a sprite
I am using this code to detect collisions between two rectangular sprites.
intersect: function(other) {
return this.x < other.x + other.width && other.x < this.x + this.width ...
4
votes
1answer
100 views
Implementing jumping and heightmaps in 2D RPG/Adventure style games?
I've been putting together, albeit slowly, a traditional style game engine in flash/AS3 along the lines of Alundra/Final Fantasy 3/etc etc..
Everything so far is working smoothly (maps from XML data, ...
1
vote
1answer
105 views
Checking Collisions In 2D Platformer With Tiles
My team and I are developing a 2D platformer with C++/SDL/OpenGL, and we already defined a collision system, but we have a problem checking collisions with the tilemap.
The tiles of the tilemap are ...
3
votes
4answers
190 views
Collision filtering techniques
I was wondering what efficient techniques are out there for mapping collision filtering between various bodies, sub-bodies, and so forth.
I'm working on a physics engine and I need ways for a user to ...
0
votes
3answers
117 views
Axis-Aligned Bounding Boxes vs Bounding Ellipse
Why is it that most, if not all collision detection algorithms today require each body to have an AABB for the use in the broad phase only?
It seems to me like simply placing a circle at the body's ...
8
votes
2answers
383 views
Continuous Physics Engine's Collision Detection Techniques
I'm working on a purely continuous physics engine, and I need to choose algorithms for broad and narrow phase collision detection. "Purely continuous" means I never do intersection tests, but instead ...
0
votes
1answer
131 views
Almost working 2D Collisions
I'm terribly sorry I'm asking this question YET AGAIN, but I can almost guarantee that this will be the last time I'll have to ask.
I'm currently on the verge of FINALLY getting these collisions to ...
2
votes
0answers
129 views
Collision Detection on floor tiles Isometric game
I am having a very hard to time figuring out a bug in my code. It should have taken me 20 minutes but instead I've been working on it for over 12 hours. I am writing a isometric tile based game where ...
3
votes
4answers
397 views
2D Platformer Collisions
I've basically asked this question before, and I know it's been asked probably a billion times, but I still can't seem to do it. All I want to know is how I should go about doing basic 4-way, ...
3
votes
3answers
254 views
Collision Detection Structure
I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...
9
votes
4answers
364 views
How to deal with corner collisions in 2D?
I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it.
Whenever my player sprite character attempts to move into a position ...
2
votes
2answers
337 views
Algorithm to fit shapes to 2D grid?
Let's say you have an n-by-m grid. Some squares are occupied, some are not.
You want to know where in the grid you can fit arbitrary shapes such as to not hit an occupied square. The shapes would ...
2
votes
2answers
260 views
How to handle platform collisions in a 2D game?
If I have a map in my platformer game and I want my character be able to jump on some platform, for example. Is there an easy way to tell the game where the platforms are and where the player can jump ...
5
votes
2answers
259 views
Collision resolution in case of collision with multiple objects
I have static objects and movable objects. The collisions are detected using the separating-axis-theorem.
For example, in this situation I have two static objects (in red):
and a movable object ...
0
votes
2answers
321 views
How to coordinate sprites, player's position and collisions in a Bomberman-like 2D game?
I'm programming a Bomberman in Java (my first game) and I'm having problems with the player's sprites and position in the map. I'm using a 2D integer array to represent:
Unbreakable blocks
...