Tagged Questions
0
votes
1answer
81 views
Performing intersection testing in world's or object's space?
Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh.
Given that the ray is cast in world space and each mesh's node can track world ...
3
votes
1answer
142 views
Collision detection in games in 3D - edge to edge cross product
I am having trouble understanding why, in a game collision detection, separating axis determination requires checking for the cross product of edges of the two polytopes as additional potential ...
4
votes
3answers
279 views
Fast method of detecting whether point is inside mesh
I'm trying to construct a 3d object from a large number of particles. I think this is called BVH (Bounding volume hierarchy). I figured the best way is to draw the particles inside the mesh, then let ...
0
votes
0answers
108 views
How to predict encounters between a ship and a body's sphere of influence in 2D
Long time listener, first time caller. I'm making a little hobby game in XNA, its about transport ships in space, analogous to container ships at sea. There are to be AI ships and player controlled ...
0
votes
1answer
237 views
How do I detect the intersection of a curve with itself?
I'm developing a game in which the player can draw a line. I want to detect if that line intersects with itself. How would I do this?
0
votes
1answer
92 views
Find the footprint of an isometric entity
I'm working on making a 2D isometric engine in Java. I'm getting into collision detection and I've hit a bit of a problem.
Characters in-game are not restricted to movement from tile to tile - they ...
2
votes
1answer
211 views
Min/Max of two vectors?
This seems like a simple question, but i'm having trouble searching the internet for it.
In XNA, during a collision detecting method, I would determin the minimum of some vectors.
// Get the minimum ...
0
votes
0answers
64 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
213 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 ...
6
votes
1answer
838 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
273 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
302 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 = ...
1
vote
0answers
62 views
obb vs obb and resolve/response for 2d space game [duplicate]
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
316 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
561 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
2answers
330 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
747 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
330 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, ...
4
votes
1answer
655 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
3answers
930 views
0
votes
2answers
502 views
Ways to define a curve
I'm trying to give shapes in my physics engine roundness/ curvature.
I am aware of various methods for mathematically defining curves; such as bezier-cruves, ellipses, etc. However I am not sure ...
9
votes
1answer
284 views
Deforming surfaces
I try to accomplish an deforming physic behaviour for levelsurfaces, but don't get an idea how to start with the implemenation so far.
Regardless of the shape from the surface (planes, cubes, ...
1
vote
1answer
890 views
Line segment / circle intersection - X value seems wrong?
Major Edit
I'm making a Breakout clone, and having difficulty with collision detection between a circle and line segment.
Apologies, my earlier question was a result of frustration and no sleep :)
...
8
votes
1answer
2k views
Circle-Line Collision Detection Problem
I am currently developing a breakout clone and I have hit a roadblock in getting collision detection between a ball (circle) and a brick (convex polygon) working correctly. I am using a Circle-Line ...
0
votes
1answer
360 views
What maths should I learn for game programming, and what aspect of programming does it relate to? [duplicate]
Possible Duplicate:
What math should all game programmers know?
Obviously a good knowledge of maths is essential for good programming, my maths isn’t the best ( I didn’t pay attention in ...
28
votes
3answers
2k views
A ball hits the corner, where will it deflect?
I need to brush up my trigonometry and hope you can help here with a simple mathematical model. Here is my model so far in the image attached. I am aware that the frame animation has other problems ...
1
vote
2answers
2k views
Voronoi regions of a (convex) polygon
I'm looking to add circle-polygon collisions to my Separating Axis Theorem collision detection.
The metanet software tutorial (http://www.metanetsoftware.com/technique/tutorialA.html#section3) on ...
4
votes
2answers
399 views
How to detect and collide two elastic line segments?
There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <-> 2; 3 <-> 4).
Part I: How to detect the collision of two segments?
Part II: On the ...
5
votes
1answer
724 views
How to calculate new direction after sprite collision
The scenario as you can see in the picture. A ball will be hitting a surface and I want to fairly correctly get the new angle after the collision..
I expect to know the X,Y coordinates of the lines ...
6
votes
4answers
1k views
Implementing 2D CSG (for collision shapes)?
Are there any simple (or well documented) algorithms for basic CSG operations on 2D polygons?
I'm looking for a way to 'add' a number of overlapping 2D collision shapes. These may be convex or ...
17
votes
3answers
722 views
Building a Plattformer - How to determine if a player is allowed to jump?
I'm building a simple Plattformer Jump n' Run Style game. I do not use tiles - instead i've geometrical shapes for my level entities (and the player is one too). I finished my collision detection code ...