A process of adjusting game objects position after collision.
0
votes
1answer
60 views
Point vs Convex Hull
I'm trying to implement a simple collision response to a point intersecting a convex hull.
So far I can detect if the point is inside the hull.
But now I want a collision response that translates ...
0
votes
2answers
145 views
How to detect collision between a camera and a mesh?
I am wondering how you would be able to extract mesh properties (i.e. faces, vertices, and vertex normals) and use them to create a collidable object, one that a camera can't go through ?
I am using ...
1
vote
1answer
183 views
2D Rectangle/Circle Continuous Collision Detection
I'm looking for a fast 2D continuous collision detection algorithm for circles and rotated rects. It needs to determine the time of collision. Both shapes may be moving at high speed, so the ...
1
vote
1answer
119 views
How to resolve collisions smoothly?
Currently my collision method is glitchy, because it gets the last "good" position it was when it wasn't colliding and teleports it to that location when it collides with something. This method works, ...
1
vote
1answer
90 views
AABB vs OBB Collision Resolution jitter on corners
I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with ...
0
votes
1answer
131 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 ...
2
votes
1answer
100 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
69 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
87 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
2answers
205 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
113 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
423 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
2answers
245 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
363 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
143 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
132 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
244 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
443 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
80 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
469 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
169 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
212 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
189 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
137 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
114 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
97 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
153 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
139 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
240 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
79 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
140 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
297 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
183 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
110 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
98 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
268 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 ...
3
votes
0answers
137 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
316 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
67 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
163 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
136 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
99 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
168 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
213 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
432 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
513 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
157 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
414 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" ...