Tagged Questions
2
votes
2answers
120 views
Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?
I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a ...
-1
votes
0answers
48 views
Java : 2D Collision Detection
I'm been working on 2D rectangle collision for weeks and still cannot get this problem fixed.
The problem I'm having is how to adjust a player to obstacles when it collides.
I'm referencing this link. ...
9
votes
2answers
203 views
Falling Blocks and complex shapes
I currently have a simple Tetris-like game and have come across a problem I cannot solve.
Unlike Tetris where there is a single falling shape, I have multiple, potentially interlocking shapes that ...
4
votes
1answer
137 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 ...
0
votes
0answers
96 views
Finding a normal vector
I'm trying to replace my old integer based movement and collision system with a vector system, because its more precise and more flexible.
I want to implement wall sliding, such that if a player hits ...
0
votes
2answers
65 views
How to cancel out simultaneous collisions in libGosu?
I am working on an Asteroids remake. When the player's bullets hit a large meteor, it should break apart into 2 smaller meteors. This works when the player is only firing one bullet, but when the ...
4
votes
1answer
116 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
98 views
C# XNA4 2D Collision Detection
I am working on a 2D engine in Xna and am running in a bit of trouble with Collision implementation.
What I want to do is have an interface ICollidable that I can add to GameObjects that are ...
0
votes
1answer
76 views
simple collision detection 2d match 3 gem over gem
im building simple match 3 game .
now i have the parts where i move the gems with the mouse only in the straight X or straight Y
up and down and both sides , no 45 degrees movements on grid .
now im ...
0
votes
1answer
231 views
How would I detect if two 2D arrays of any shape collided?
Say there's two or more moveable objects of any shape in 2D plane, each object has its own 2D boolean array to act as a bounds box which can range from 10 to 100 pixels, the program then reads each ...
1
vote
1answer
123 views
Collision detection with entities/AI
I'm making my first game in Java, a top down 2D RPG.
I've handled basic collision detection, rendering and have added an NPC, but I'm stuck on how to handle interaction between the player and the NPC. ...
-2
votes
1answer
128 views
Collision detection-too fast [closed]
I've looked through a few other answers and it seems like I'm doing a dynamic timestep update and I'm checking about 10 pixels before the rectangle to see if it would intersect.
However, the updating ...
0
votes
1answer
78 views
How to handle zooming? (Collision detection and speed are off)
I'm working on a bird's eye view 2D game. I want to zoom in/out based on the entity's speed (similar to GTA 1/2), but I'm struggling with the zooming.
To zoom, I simply scale all the entities by the ...
0
votes
1answer
409 views
How to make a game tick method?
I've seen in some other simply 2D games that a tick method is used to sync game logic and graphics rendering. My main reason for using this is due to my collision detection malfunctioning, since the ...
1
vote
0answers
80 views
scale rotating boundingbox
I want to use basic rectangular collision detection. I have a rotating sprite and a method that calculates the bounding box every time in the Update() method. I simply check for intersection between ...