A process of adjusting game objects position after collision.
0
votes
1answer
68 views
2D collision resolving
I've just worked out an AABB collision algorithm for my 2D game and I was very satisfied until I found out it only works properly with movements of 1 in X and 1 in Y... here it is:
public bool ...
1
vote
0answers
31 views
How to calculate new velocities between resting objects (AABB) after accelerations?
lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after ...
0
votes
0answers
42 views
Collision detection with multiple polygons simultaneously
I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is ...
2
votes
1answer
77 views
Have the character automatically slide around obstacle corners [duplicate]
Like this:
The player is only holding right, however the character still moves up a bit to go around an obstacle.
My current collision system has access to:
The entity's previous position
The ...
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 ...
3
votes
1answer
63 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
379 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
164 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
308 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
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
99 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
147 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
304 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
77 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
209 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 ...