Tagged Questions
The collision-resolution tag has no wiki summary.
0
votes
1answer
28 views
Box 2d and really complex big shapes
I intended to use jbox2d for my project. But as I went deeper into it's manual I'd found out that it supports dynamic objects between 0.1 and 10 meters (if use scaling and assume that 0.1 is smallest ...
2
votes
1answer
79 views
Collision detection between a bunch of AABB
I have a lot of AABB bouncing on the screen. Doing collision/response between 2 AABB is fairly easy, but how do you handle this when you can be pulling AABB's apart but making them getting into ...
0
votes
1answer
100 views
How can I determine which direction a 2D collision is occurring from?
The problem is as follows:
Think 2D Zelda (Links Awakening, A Link to the Past) style movement where you can run into walls from any of the four cardinal directions, or basically up, down, left, and ...
1
vote
1answer
107 views
How are collision and collision callback systems usually implemented?
I'm writing my own game engine for learning purposes and was wondering about common ways to handle collision callbacks/responses. I'm NOT looking for ways to resolve collisions (no math needed here), ...
4
votes
3answers
101 views
Creating an unbiased deterministic collision resolution order
I'm working on a game with a replay system, so I need the game logic to be deterministic. A part of this is collision detection and I'm having a bit of a conceptual problem here. (I'm programming in ...
5
votes
2answers
204 views
How to resolve penetration of two colliding bodies
I've implemented simple 3D game physics engine. I already have decent collision detection in place, now I'm trying to figure out the collision response part. I'm using impulse based method to ...
1
vote
1answer
144 views
2D platformer multiple rectangle collision cause jitter
I posted this question two weeks ago: 2D platformer corner collision and I implemented NoobsArePeople2's solution.
Problem is, when player intersects two rectangles that are inside each other, he ...
3
votes
3answers
198 views
Ball collisions 'sticking' together
I have a program which simulates many bouncing balls. The balls can bounce off each other and off the sides of the container.
The problem I am having is that sometimes when two balls collide, they ...
2
votes
1answer
400 views
How to resolve concurrent ramp collisions in 2d platformer?
A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky ...
5
votes
3answers
151 views
How to separate colliding objects without creating more collisions
Suppose I use a simple discrete collision detection system where I move all objects then check for collisions. I want any colliding objects to be separated (of course) and assigned appropriate ...
1
vote
3answers
145 views
How can I determine the velocity after impact of a 2D ball collision?
Consider two balls moving towards each other. Each has a given mass and velocity. Assuming the balls collide, how can you determine what direction the balls will take afterwards? (taking into ...
13
votes
4answers
559 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
1answer
106 views
Collision Managers and bitmaps
I am rewriting a game I made to use a (custom) collision manager that uses the minimum displacement method. As of now, my simple manager can only recognize and act on a couple of shapes - Circles and ...
3
votes
2answers
208 views
Handling collisions with ground
How do you usually solve collisions between entities and the ground? Sending collision events hardly seems appropriate since almost everything touches the ground at almost all points in time. Calling ...
5
votes
2answers
353 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 ...