A process of adjusting game objects position after collision.
4
votes
1answer
127 views
Allowing a player to walk up and down slopes without resistance
I am trying to implement a platformer where both the player and the level are made up of arbitary polygons. One requirement is that the player can stand still on slopes, and walk up and down them ...
3
votes
1answer
57 views
How to handle the top of a slope in a 2D tile-based platformer?
I'm working on a 2D tile-based platformer that supports 45-degree slope tiles.
There are several questions on the topic, but none seem to cover this precise problem that I have. This excellent ...
5
votes
3answers
354 views
When two moving objects collide, which one sends the message, and which one recieves it?
I am writing a platform game using an entity-component system. Entity-World collisions are robust and work very well, and I'm now working on collisions between entities.
Just to be clear, in my code ...
0
votes
1answer
157 views
Having to check collisions twice per game tic
I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, ...
7
votes
3answers
268 views
Reusable top-down collision class
I've recently picked up monogame and am working on a simple top down game to get me started and learn the basics.
I've got the movement and the rotation to follow the mouse sorted out but I'm stuck ...
4
votes
1answer
108 views
Collision Detection problems for vertically moving platforms
Background
My game is a static screen (ie, no scrolling) 2d platformer and my CD routine is split into 2 - after vertical movements, (ie, gravity etc) I check for collisions, and if they are ...
0
votes
1answer
82 views
Resolving a collision between point and moving line
I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision ...
0
votes
1answer
119 views
gamemaker getting a ball to bounce 90 degrees off of a 45 angle
I am trying to get a circle to bounce off a 45 degree diamond shap using Gamemaker Studio.
I would like the ball to bounce in straight lines so my directions would be 0, 90, 180, or 270 degrees, ...
0
votes
1answer
256 views
Separate axis theorem applied to AABB misunderstood
I'm trying to implement a collision system for a 2D platformer using the SAT algorithm. For what i need, my implementation only handles AABB's, i followed the instructions given here. It works, there ...
0
votes
0answers
76 views
A way to obscure vision when its blocked?
I'm creating a classic top-down shooter kind-of-thing but I don't want to player to be able to see everything freely. Basically the question is as follows; is there a smart way to block vision of ...
1
vote
1answer
154 views
How do I detect and handle collisions using a tile property with Slick2D?
I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile ...
3
votes
1answer
146 views
Sensor based vs. AABB based collision
I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with ...
3
votes
1answer
176 views
2D collision resolution: works on each axis individually, but not with both combined
My collision detection method is solid and detects box to box collision every time. Then comes the resolve part which I'm struggling with quite a bit. It works perfectly when I'm manipulating the ...
0
votes
0answers
160 views
Alternative to unity's character controller
I wonder what you guy would do for a cheap replacement of character controller in unity. I try a bunch of implementation and they don't work at all, what I'm doing wrong?
I'm trying to make a game ...
0
votes
1answer
116 views
Collision Resolution: Objects “swap” places
I am working on making my own simple collision resolution class so I can learn a bit about how it works, while also improving my entity-component model framework. For those of you unfamiliar with a ...
3
votes
1answer
101 views
How do you get the collision plane when using AABBs? [duplicate]
My collision detection initially seemed to work well enough, but my answer to this question shows that I have went with SAT testing now instead. My goal was to find the plane at which to slide the ...
0
votes
1answer
87 views
Simple Bounding Box Multiple Collision problem
I'm making my first game, and in it I use a moving ball to hit static blocks (kinda like breakout).
Basically, I loop through all of the static blocks on the screen each frame, update the position ...
2
votes
3answers
130 views
Determining which edge a collision occurred on in a platformer
First of all, this will be Open Source, and you will be mentioned for the help.
We've been programming a Super Mario Remake for the iPhone with Cocos2d for school.
It looks pretty great, and we ...
27
votes
6answers
1k views
Hexagon collision detection for fast moving objects?
A object has a position and a speed vector. Usually only the position is used to check if two objects collide, this is problematic for very fast moving objects as it can happen that the object moves ...
3
votes
1answer
117 views
Is it possible to get the colliding sides using the separating axis theorem?
The title says it all, is it even possible to get the colliding sides?
I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
2
votes
2answers
229 views
When to detect and respond to collisions?
I've usually implemented collision detection like this in the past:
Move entity
Check if it collides with anything
Resolve the collision by moving it back
That's also the approach employed by most ...
-1
votes
1answer
72 views
Algorithm behind targeting mechanism used by the player characters in Bionic Commando and Just Cause
In Bionic Commando (2009) and in Just Cause 2, the player's character is able to target, using a "hook based one arm mechanism" almost anything and is able to propel itself to it and perform several ...
1
vote
1answer
125 views
How to deal with pushing objects out of collision in a physics engine
I'm developing a 3D physics engine (I know, I should use one of the many good existing physics libraries, however my collision detection is optimised for objects with highly ordered highly complex ...
-1
votes
1answer
270 views
How was traditional 2D collision detection/resolution being done? [closed]
Just out of pure curiosity, I'm wondering how classic 2D games of the 80s/90s (The Legend of Zelda, Super Mario, Warcraft, ...) approached collision detection/resolution.
For some reason I can't ...
4
votes
3answers
168 views
XNA Collision is quircky/wobbly, how to improve?
I am sorry if this was already answered but I couldn't find the answer.
So I am doing a tile based platformer and when I was making collision I had quiet a struggle I looked here and googled for ...
0
votes
1answer
97 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 ...
-5
votes
2answers
95 views
Should I negate a variable or use absolute value? [closed]
this is how i was chaning ball postion
if(...) //if ball goes to left of screen
dx = -dx
if(...) //if ball goes right of screen
dx = -dx;
i found some people using math.abs to move ball ...
4
votes
1answer
248 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 ...
0
votes
0answers
48 views
asteroid collison [on hold]
I have Asteroids stored in an 'enemyStore' arraylist. Now I want to set up collisions between these asteroids (20ish of them). I want to make it some what real so that if asteroid bump into each other ...
3
votes
0answers
120 views
Simple movement restrictions to semi-realistically model human movement in top down 2D game?
I am writing a sports simulation game in which the simulated players will interact physically with each other (i.e. tackle, push, bump...) as well as do individual actions such as changing direction ...
1
vote
2answers
234 views
Resolving 2D Collision with Rectangles
For about a week I've been trying to grasp the basics of collision, but I've been driven to the point of wanting to just give up on everything when it comes to collision. I just don't understand it. ...
-2
votes
1answer
81 views
collision between two objects
to test collision i am using intersect function.
if(this.getBounds_ball().intersects(this.getBounds_rect()))
{
but the problem is i dont know how to test where the ball is collision from.
i was ...
0
votes
1answer
66 views
collision test between ball and rect [closed]
need help with collision between ball and rect. i dont know how to test if ball hit the rec from top, bottom, right or left.
x = ball x
y = ball y
radius = ball width and height
rx = rect x
ry = rect ...
-1
votes
1answer
150 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
123 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 ...
4
votes
1answer
95 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
147 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 ...
2
votes
1answer
205 views
Get intersected volume of two planes in 3D
I'm working on AABB - AABB collision response and I'm having trouble figuring one part out. My situation is as follows (see image).
I have a player AABB (blue) and an object which collides (brown). ...
1
vote
1answer
383 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
436 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
132 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 ...
2
votes
1answer
369 views
How to calculate collision normal between two AxisAlignedBox's?
I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's.
I am checking for collisions using the "intersects" ...
12
votes
3answers
833 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
1answer
164 views
Slide effect in voxel collisions
I'm making a voxel engine, and I'm trying to figure out the right way to make efficient collisions with a slide response (making the player slide against the wall).
Currently my collisions are pretty ...
6
votes
3answers
279 views
Calculating impulse propagation through a rigid body after a collision
I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision.
For example, in the following diagram, if there is a collision that results in ...
1
vote
2answers
231 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
204 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
106 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, ...
0
votes
0answers
214 views
Separating axis theorem implementation flaky minimum translation vector based on triangle orientation
I've implemented some collision detection using separating axis theorem. Works fine for axis-aligned rectangles and two out of four possible right triangle orientations. For some reason when the ...
4
votes
2answers
455 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 ...