1
vote
1answer
63 views

Adding Leniency to Jumping Mechanic

I have written some jumping code for my player in a platformer game. At the moment it has some basic logic which says that the player can jump if he is on the ground. The pseudocode looks something ...
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 ...
2
votes
0answers
103 views

Collision detection with an irregular curve

I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels: Now, some explanation is in order. The curve is defined by the red points. ...
3
votes
1answer
140 views

Simple 3D collision detection for general polyhedra

I have correctly set up a SAT system. I now need to determine a simple, fast, and general purpose collision detection mechanism to identify the collision points. These points will then be used to ...
7
votes
3answers
668 views

Are collision detection always O(n^2)?

Are physics engine able to decrease that complexity, for example by grouping objects who are near each other and check for collisions inside this group instead of against all objects ? (for example, ...
3
votes
1answer
125 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
231 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 ...
0
votes
5answers
557 views

Collision detection logic

Edit 2 In the following picture sprite1 (the red square) is hitting the platform from the left, so: sprite1_rightEdge>platformSprite leftEdge would be true, so I can simply reposition ...
0
votes
1answer
60 views

Implementing Frame of reference for physics calculations

How would I alter physical calculations to account for frame of reference of a physical body? Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
0
votes
1answer
169 views

Is there a “box2d without physics” lib (only for collision detection)?

Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need. Is there an open source project ...
5
votes
1answer
184 views

Automatically generate low detail collision meshes

I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
2
votes
3answers
372 views

How should I calculate the new angle/direction of my ball hitting a wall? [duplicate]

I'm building a Pong game and I am stuck at how the ball should bounce when hitting a horizontal wall. I tried a few methods but none seems to work. So far I have an update method, which is called ...
0
votes
1answer
96 views

Gravity/collision problems: models jumping

I'm pretty new to Unity3D game engine and game development, so don't judge me strictly. I import a model of the rail track, add rigid body component (with mass 1 and use gravity flag) and box collider ...
10
votes
3answers
393 views

How to implement collision detection of portals?

For example, take this scenario (excuse my horrible drawing skills): This is based on "Portal", where the stickman is going through the blue portal (which is linked to the red portal), but there is ...
1
vote
1answer
426 views

Understanding Box2d Restitution & Bouncing

I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, ...

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