Tagged Questions

The determination of whether or not two or more entities make contact with each other during gameplay.

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1
vote
0answers
29 views

Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get ...
2
votes
1answer
73 views

Collision detection, stop gravity

I just started using Gamemaker Studio and so far it seems fairly intuitive. However, I set a room to "Room is Physics World" and set gravity to 10. I then enabled physics on my player object and ...
2
votes
1answer
146 views

Fast, accurate 2d collision

I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and ...
0
votes
1answer
124 views

Making an efficient collision detection system

I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which ...
1
vote
1answer
98 views

Color based collision detection

I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not ...
0
votes
0answers
47 views

Platformer Collision Error [closed]

I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get ...
4
votes
2answers
59 views

how to keep display tick rate steady when using continuous collision detection?

(I've just found about this forum). I hope it is ok to repost my question again here. I posted this question at stackoverflow, but it looks like I might get better help here. Here is the question: ...
1
vote
0answers
84 views

Unity Particle System collision detection problem

I'm using Unity 3.5.5f3 wich has the Shuriken particle system. I've made a blood particle system based on Unity's demos. (Exploding paint [Blood]) The blood is flowing and when it collides with a ...
2
votes
3answers
114 views

How to design 2D collision callback methods?

In a 2D game where you have a lot of possible combination of collision between objects, such as: object A vs object B => object B vs A; object A vs object C => object C vs A; object A vs object D ...
0
votes
2answers
44 views

Circle physics and collision using vectors

This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want ...
2
votes
3answers
162 views

Game physics / 2D Collision detection AS3

I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does ...
4
votes
2answers
115 views

XNA 2D Rotated Rectangle Collision Response

I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains. However, I am starting to use faster ...
-1
votes
3answers
151 views

XNA how to make wall collision

Hi there i have collision detection but i dont know how to stop object after collision and then move backward for example any ideas ?
1
vote
2answers
68 views

Randomly spawning bitmaps on cnvas

I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of ...
2
votes
1answer
103 views

Trouble with AABB collision response and physics

I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and ...

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