The collision-avoidance tag has no wiki summary.
4
votes
1answer
180 views
Help me please to choose proper path-finding algorithm
I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario:
Units - any shape. But in most cases rectangles of ...
6
votes
8answers
428 views
Randomly spawning objects so they don't intersect [duplicate]
I've got this code for spawning enemy objects in random places:
for (int i = 0; i < 7; i++){
enemyObject = new Enemy((r.nextInt(Main.WINDOW_WIDTH), r.nextInt(Main.WINDOW_HEIGHT));
}
The ...
1
vote
4answers
106 views
Java Slick2d collision feedback [closed]
I'm trying to build a collision response ( it uses vectors2f from slick2d ) so that enemies don't overlap on each other so basicly what I'm doing right now is, I loop trough all enemies in array ...
0
votes
2answers
123 views
How do I stop overlapping shapes when collision detected in AndEngine?
I am making a very simple demo in AndEngine in which I have three rectangles: rect1, rect2 and rect3 in an ArrayList.
I register onAreaTouch as follows:
@Override
public boolean ...
2
votes
1answer
203 views
Dynamic obstacles avoidance in navigation mesh system
I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
4
votes
1answer
4k views
How can I use Rectangle.Intersect() to resolve collisions in XNA?
I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...
3
votes
2answers
241 views
How to make it so units don't stack up in one location? [duplicate]
Possible Duplicate:
Is there a simple way to stop enemies standing in the same spot?
So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so ...
14
votes
1answer
538 views
How to resolve collisions of compound shapes using SAT?
SAT is a decent way to determine collisions between arbitrary convex polygons. You'll even get the vector that is needed to resolve a collision.
To resolve collisions between complex (non-convex) ...
8
votes
2answers
1k views
pathfinding with obstacles in a Warcraft 3 like game
Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok.
But there is map resolution issue. When I look ...
23
votes
2answers
563 views
Algorithm for spreading labels in a visually appealing and intuitive way
Short version
Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I ...