Tagged Questions
0
votes
0answers
31 views
3D Box Collision Data Import
I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem ...
0
votes
0answers
52 views
Collision detection - relative distance
Assume an object move toward a polygon board in 3D field . In order to detect whether the object collide in the board , according to the lecture notes of my Computer Graphics Course lecturer - it ...
1
vote
1answer
113 views
Moving bounding box in 3D using Libgdx
How do i go about moving a bounding box in libgdx?
I want to make the bounding box capture my character and move with him.
So ideally i want to be able to copy my vector 3 from my model instance and ...
0
votes
1answer
166 views
Collision Issues
When I run the collision code, there are no errors, but when I shoot the enemy nothing happens..... Any problems that are blindingly obvious?
Class Level Variables
public Model model { get; ...
-1
votes
1answer
91 views
3d Wall sliding collision
I'm working on collision for walls in my game and the way I currently have it I get stuck walking into a wall. I'm trying to make my character slide on the walls but still collide.
My character moves ...
1
vote
2answers
166 views
How to check for cube collisions?
I want a method, which takes two "ObjectBox" objects (A "ObjectBox" has .getX() .getY() .getZ() .getSizeX() .getSizeY() .getSizeZ() methods) as a parameter and return true if the two Boxes are ...
3
votes
1answer
142 views
Collision detection in games in 3D - edge to edge cross product
I am having trouble understanding why, in a game collision detection, separating axis determination requires checking for the cross product of edges of the two polytopes as additional potential ...
5
votes
2answers
370 views
How do collision meshes work in games like Zelda on the N64?
I was recently reading about the technology of Ocarina of Time/Majoras Mask and discovered that world collision is done using a single triangle mesh (vertices, normals, etc) for an entire area. There ...
1
vote
0answers
166 views
How can I implement collision for a “pseudo-3D” game?
I'm looking for high level implementation details, not specifics.
I've worked with bounding boxes before in some 2D games, but I'm currently tackling a "2D + depth" (2.5D?) style game along the lines ...
0
votes
0answers
516 views
How to do collision detection in 3D using bounding boxes?
I am using c++ in visual studio 2010 with opengl. I am trying to make a programme that has 2 boxes that are able to be stacked on top of each other but I am having some trouble with the collision ...
0
votes
1answer
1k views
Unity: OnCollisionEnter not called
I created a sphere object, added a rigidbody component (no kinematics) and attached a script to it like this:
function Update () {
}
function OnCollisionEnter(collision : Collision) {
...
1
vote
2answers
363 views
AABB-AABB sliding collision response
I have many objects with AABBs and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall ...
-2
votes
1answer
95 views
Help me debug my 3-d collision code [closed]
I have been havaing a problem doing 3-d collision in a game i have been trying to make for several weeks now. What i am trying to do is prevent a PlayerModel object from colliding with Obstacle(cube) ...
0
votes
2answers
1k views
Collision detection - Smooth wall sliding, no bounce effect
I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it ...
2
votes
2answers
358 views
3D Collision Detection with XNA
So I'm trying to implement some collision detection in XNA. I'm aware of the Bounding Spheres, but I worry with the accuracy, most items in my game are cubic in nature, so it seems very square-peg in ...