0
votes
1answer
41 views

Differences between Overlap and Intersection testing?

I have heard of techniques such as overlap testing and intersection testing for collision detection and collision resolution. I looked up on the two techniques, but I don't see what differences they ...
-1
votes
0answers
23 views

AS3: Handle collision with ground. Velocity's and hitTestObject() [closed]

I'm working on a sidescroller game but i'm having issues with my screen region and collisions. I will just stick to 1 problem because once this is fixed i can probably also fix my screen so it scrolls ...
-1
votes
1answer
113 views

Pixel perfect collisions for platforms

i'm trying to do a pixel perfect collision but i don't know how to handle collisions when there is a jump . Here i have one image of a sample map: But maybe I've done a bad supposing all pixel like ...
-1
votes
2answers
96 views

Tile Based Collision Checking In Java?

I have my map stored in 2 arrays: Tiles : Tile names TileTypes : SOLID or BASIC I want to be able to walk through BASIC Tiles (Like ground tiles). But not the SOLID Tiles (Like wall tiles). I ...
3
votes
1answer
73 views

Collision Response: game character vs. density function

Introduction I am working on my own "novelty" game-engine project, where the world is represented by a continuous density function. It has only one interface, a function that returns the density at a ...
2
votes
1answer
103 views

Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]

My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
1
vote
1answer
189 views

How to detect screen boundary using AndEngine GLES1?

I am using the AnalogOnScreenControl to move my sprite around the screen. I would like to restrict the sprite so it can not move outside the screen boundaries. I have tried putting a line at the ...
1
vote
1answer
258 views

2D tile-based collisions: using different methods by tile?

I'm trying to write a collision handling method that handles each of the 9 potentially colliding tiles (the player's and the 8 around him) differently according to a "CollisionType" value attached to ...
0
votes
1answer
76 views

Collision in PyGame for spinning rectangular object.touching circles

I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision ...
12
votes
3answers
578 views

Resolving a collision with forces

In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position. Doing this "pushes" the first AABB ...
1
vote
2answers
137 views

Find the Contact Normal of Rectangle Collision

It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given. Basically, I have two rectangles (AABBs) that ...
2
votes
2answers
86 views

Meaning of offset in pygame Mask.overlap methods

I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges. It's a ...
1
vote
1answer
83 views

Confusing with an articles wording on Clamping a Vector2

I have been reading an article on Collision Detection and how to resolve it. http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/ In the section describing an AABB vs Circle, ...
3
votes
2answers
300 views

XNA 4.0 / C# Collision Response

Okay, this is really starting to annoy me. First of all, detecting collisions is nice and easy. I have a list of tiles, and a player. The player and each tile have their own rectangles. (The tiles ...
0
votes
2answers
134 views

Why does this collision detection & resolution code only work for one side?

I am having a bit of trouble with my collision detection. It only works correctly for the right side, meaning, if I enter the tile from any other side, it brings me to the right side. Here is my ...
-1
votes
2answers
145 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 ...
3
votes
1answer
191 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 ...
2
votes
2answers
139 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
281 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 ...
7
votes
3answers
388 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 ...
1
vote
1answer
407 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
216 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
228 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 ...
3
votes
1answer
621 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
254 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
158 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 ...
3
votes
2answers
592 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 ...
2
votes
3answers
173 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
141 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 ...
4
votes
1answer
1k 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
330 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
346 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
1k 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
589 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
938 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
623 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
2k 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
648 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
539 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 ...
5
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 ...
7
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 ...
1
vote
1answer
315 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
194 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
309 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
306 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
798 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
1k 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
822 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
366 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
531 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 ...

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