Tagged Questions
5
votes
1answer
2k views
Sidescroller variable terrain heightmap for walking/collision
I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me ...
5
votes
2answers
169 views
How can I normalize a vector if I am handling movment of each axis seperatley?
I am writing a 2D tile based game engine in XNA, and I've recently fine-tuned my collision detection using the answers provided here and more specifically here.
The tile based collision detection now ...
4
votes
2answers
477 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 ...
2
votes
3answers
5k views
2D Tile-based Collision Detection
I've been planning an indie game project for a while now. I'll summarise it for you so I can get right to the question.
It's done entirely using the latest version of XNA through Visual Studio. ...
2
votes
1answer
729 views
Inaccurate 3D model collision using XNA
I am creating a classic game in 3D that deals with asteriods and you have to shoot them and avoid being hit from them. I can generate the asteroids just fine and the ship can shoot bullets just fine. ...
2
votes
2answers
165 views
Collision detection against large arbitrarily shaped textures
What is the most effecient way to do collision detection on strangely shaped textures in XNA? Here is an example texture:
As you can see, it is far from a perfect square. I want the player to ...
2
votes
1answer
97 views
Question about BoundingSpheres and Ray intersections
I'm working on a XNA project (not really a game) and I'm having some trouble with picking algorithm. I have a few types of 3D models that I draw to the screen, and one of them is a switch. So I'm ...
2
votes
1answer
503 views
Collision with half of a semi-circle
I am trying to port a game I made using Flash/AS3, to the Windows Phone using C#/XNA 4.0. You can see it here: http://goo.gl/gzFiE
In the flash version I used a pixel-perfect collision between ...
1
vote
2answers
167 views
Per color collision is really expensive - can my approach be improved?
I've been working on adding a color based collision component which takes a list of colors and checks to see if an object is colliding with any of them. However, the operation seems to be extremely ...
1
vote
1answer
122 views
Collision detected on only the latest added tile
I'm making a 2D platformer and I'm using tiles as the ground. I have a Tile class and I'm loading the tiles with the help of a list in the main game class:
public static List<Tile> tiles = new ...
1
vote
1answer
168 views
Complex Models using bounding boxes in xna 4
I'm new to XNA, and have just started looking into collision detection.
I've managed to get a bounding sphere around my first person camera object and i want to check the collision between that and ...
1
vote
3answers
398 views
Collision detection doesn't work for automated elements in XNA 4.0
I have a really weird problem. I made a 3D simulator of an "assembly line" as a part of a college project. Among other things it needs to be able to detect when a box object passes in front of sensor. ...
1
vote
2answers
462 views
XNA How to detect collision between 2d sprites and 3d primitives (not models)
My current status:
I have already read some tutorials about 3d collision
I know how ray trace works and how to convert mouse follow a vector to track the closest object that collides with out vector
...
1
vote
1answer
219 views
JigLibX collision detection only once
I try to implement collision detection in latest JiglibX using this example http://jiglibx.wikidot.com/catch-collisionevents . I choose creating callback. I try to detect collision only once. When ...
1
vote
1answer
400 views
Collision detection not working
I realized I put this in the wrong forum, so here it is:
I made a collision detection in the Update() section, and this is the code:
if (player.playerRect.Intersects(turtleRect))
{
...