A process of adjusting game objects position after collision.
-1
votes
0answers
21 views
Collision detection in a 3D driving simulator
I need advice and resources on a 3D car simulator.
Can collision can be in 2D? Would it still be realistic?
The vehicles and tracks can be viewed from top-down as 2D shapes. No need for jumps or ...
4
votes
2answers
97 views
Why is my collision resolution failing on the corners?
I'm tearing my hair out trying to work out how to handle my collision resolution at the corners of the rectangles that I'm colliding with.
The code that I'm working with is:
class Player(object):
...
-1
votes
2answers
94 views
My 2D collision code does not work as expected. How do I fix it?
I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL.
The tiles are in a bmp file, but each tile inside it corresponds to an internal ...
0
votes
0answers
53 views
Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D
[for tl;dr see after listing]
//...Code to determine shapes types involved in collision here...
//...Rectangle-Line collision detected.
...
3
votes
1answer
98 views
Collision resolution - Character walking on ascendent ground
I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not ...
0
votes
1answer
50 views
How can I get accurate collision resolution on the corners of rectangles?
I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction ...
2
votes
2answers
110 views
Typical collision detection
I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks ...
1
vote
1answer
168 views
How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)
Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based ...
1
vote
1answer
161 views
How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this ...
0
votes
0answers
70 views
3D physics engine for accurate collision handling on desktop/laptop computers (non-console) [closed]
What are your suggestions for a physics engine that satisfies the following criteria?
Capable of calculating collisions between multiple concave mesh-based colliders
Handles many collisions going ...
4
votes
1answer
121 views
Move penetrating OBB out of another OBB to resolve collision
I'm working on collision resolution for my game.
I just need a good way to get an object out of another object if it gets stuck. In this case a car.
Here is a typical scenario.
The red car is in ...
1
vote
1answer
80 views
Help with Collision Resolution?
I'm trying to learn about physics by trying to make a simplified GTA 2 clone.
My only problem is collision resolution. Everything else works great.
I have a rigid body class and from there cars and ...
6
votes
3answers
296 views
Collision Detection Game Design and Architecture
I've reading some articles about collision detection. My question here is about ideas on the design for it.
Baically I have a C++ game that has a main loop with entities with an update method. Based ...
0
votes
1answer
124 views
2D OBB collision detection, resolving collisions?
I currently use OBBs and I have a vehicle that is a rigid body and some buildings.
Here is my update()
private void update()
{
camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ...
-2
votes
1answer
143 views
XNA 2D vehicle wall collisions
I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able ...
2
votes
0answers
145 views
Circle vs Edge collision detection / resolution
I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting.
In the v1.0, the ball vs ball collision detection and resolution is well handled.
In the next ...
6
votes
4answers
207 views
Need efficient way to keep enemy from getting hit multiple times by same source
My game's a simple 2D one, but this probably applies to many types of scenarios.
Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies.
...
3
votes
1answer
330 views
Circle-Rectangle collision in a tile map game
I am making a 2D tile map based putt-putt game.
I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
2
votes
1answer
208 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
3
votes
3answers
145 views
Collision and Graphics integration
I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good ...
6
votes
2answers
294 views
How to implement friction in a physics engine based on “Advanced Character Physics”
I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself ...
3
votes
2answers
397 views
Circle-Rectangle collision resolution
I have a non axis aligned rectangle, like a car, in my game. I have to check and resolve the collision between the rectangle and circle, which is stationary.
I have found lots of ways to determine ...
0
votes
2answers
210 views
using per pixel collision for an elastic response
I realize this might be open ended ended but curious if I just did some over kill...
I had this
http://xbox.create.msdn.com/en-US/education/catalog/tutorial/collision_2d_perpixel
and i reworked it ...
2
votes
3answers
130 views
Collision organization problems
I just started playing around with c++ and some SFML. I'm going to create a 2D game with top view to test my ability and I came across a very big problem: collision detection and physics. So I see at ...
1
vote
1answer
125 views
How can I resolve collisions at different speeds, depending on the direction?
I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram).
My collision detection and resolution code works ...
2
votes
2answers
207 views
How should I do my collision response?
I'm making a small lockpicking simulator. Obviously I'll need the pick to not pass through the lock, and I'll need the pins to move when you tap or push them with the pick.
Here's what I have so far, ...
4
votes
1answer
750 views
Collision with tile corners/seams in 2D platformer
There seems to be a lot of somewhat related questions answered already, but none I read answered my exact problem.
I have a 2D platformer whose world is made entirely out of tiles that are in a ...
3
votes
2answers
279 views
Collisions between moving ball and polygons
I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want.
I am developing a 2D ...
3
votes
1answer
333 views
SAT and then what?
I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on ...
3
votes
3answers
952 views
Implementing Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
I was following codezealot's tutorial on SAT and MTV and trying to implement it myself but I've come a cropper when it comes to getting the correct MTV. Here is my example: (Cue pretty pictures...)
...
3
votes
2answers
498 views
AABB > AABB collision response?
I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with ...
8
votes
4answers
762 views
Collision rectangle response
I'm having difficulties getting a moveable rectangle to collide with more than one rectangle.
I'm using SFML and it has a handy function called intersects which takes 2 rectangles and returns the ...
3
votes
1answer
429 views
Resultant Vector Algorithm for 2D Collisions
I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
0
votes
2answers
1k views
Breakout collision using 2D Rectangles?
Here is my code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace BreakOut
{
class Field
{
public static ...
6
votes
5answers
556 views
Need some advice regarding collision detection with the sprite changing its width and height
So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
3
votes
1answer
406 views
Character jittering with this tile based collision code
I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
4
votes
2answers
1k views
Collision Detection, player correction
I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
6
votes
1answer
2k views
Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?
The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
0
votes
0answers
171 views
2D OBB Collision Response: Problem finding the MTV/MTD via SAT
I've been working on getting collision detection and collision response into my game project using the Separating Axis Theorem. Thanks to George Clingerman's and other code examples from over a year ...
1
vote
1answer
291 views
Why does my 2d collision and movement not work properly?
I'm trying to write(in c++ using sdl) a mario like game as in a tile based world with by pixel movement for the character and I've run into some problems I cannot seem to find the source of:
1.The ...
2
votes
1answer
163 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
283 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
268 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 ...
3
votes
1answer
353 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
171 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
650 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
672 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
940 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
728 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
280 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 ...