Tagged Questions

0
votes
0answers
36 views

Calculating the position of an object with regards to current position using OpenGL like matrices

i have a 1st person camera that collides with walls, i also have a small sphere in front of my camera denoted by the camera position plus the distance ahead. I cannot get the postion of the sphere but ...
0
votes
1answer
63 views

Normalizing the direction to check if able to move

i have a a room with 4 walls along the x and z axis respectively. My player who is in first person (therefore the camera) should have collision detection with these walls. I'm relatively new to this ...
5
votes
1answer
212 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 ...
4
votes
3answers
189 views

How to get distance from point to line with distinction between side of line?

I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance ...
5
votes
2answers
200 views

How to make my character slide (not bounce) off a slope

My character needs to slide and not bounce off a slope. The solutions I found here use a Reflection vector, but they make my character bouncy when they run downwards a slope. var reflectVector = ...
0
votes
0answers
138 views

Java Collision Detection of a Slope using a Gradient

Im testing out collision detection for a game, The ball is traveling and i need to know when the ball hits a sloped line. For this example i have used the whole screen, with a sloped line going from ...
1
vote
0answers
59 views

obb vs obb and resolve/response for 2d space game [closed]

Possible Duplicate: OBB vs OBB Collision Detection How can i detect if an rotated obb intersects another rotated obb and resolve it so both obb objects dont go further into each other. I ...
-1
votes
2answers
204 views

How should I learn about collision detection?

If I want to use physics engine for my game then how should I go to learn collision-detection algorithms? When I read AI book for games, the book talks about collision detection, so I want to learn ...
0
votes
3answers
291 views

Checking for collisions on a 3D heightmap

I have a 3D heightmap drawn using OpenGL (which isn't important). It's represented by a 2D array of height data. To draw this I go through the array using each point as a vertex. Three vertices are ...
0
votes
0answers
116 views

way to do if(x > x2) x = x2 with rotation?

Alright, so I got this walking code, and some collision detection, now the collision detection returns a Vector3f of the closest point on the triangle that the projected position is at (pos + move), ...
0
votes
2answers
220 views

Collision, then what?

I know how to check collision for example 2 spheres. But my question is how do I use the collsion response in a good way? How do I make my character unable to walk in to the Sphere? I've got to the ...
6
votes
3answers
351 views

How can I do fast Triangle/Square vs Triangle collision detection?

I have a game world where the objects are in a grid based environment with the following restrictions. All of the triangles are 45-90-45 triangles that are unit length. They can only rotate 90°. The ...
3
votes
3answers
259 views

How do I approach this collision model?

This is the game level prototype I have already implemented. It has few objects per room to allow me to finally add some collision detection/response code into it. VIDEO As you can probably see, ...
3
votes
1answer
414 views

AABB - AABB Collision, which face do I hit?

To allow my objects to slide when they collide, I need to : Know which face of the AABB they collide with. Calculate the normal to that face. Return the normal and calculate the impulse that to ...
2
votes
2answers
319 views

Line segment and Sphere intersect

How can I check it if a line3D/ or ray is intersecting a sphere?

1 2
15 30 50 per page