The collision-avoidance tag has no wiki summary.
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1answer
44 views
How to convert strict limit in position into gradual slow down?
The player moves a spell object, the spell must stay withing a certain range of the player. The spell is moved using a physics system and it has mass and velocity. Currently when the spell goes out ...
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0answers
129 views
How do I handle collision involving many characters?
My collision checking works fine. The problem is what to do after two zombies collide so they still walk towards the player but don't go through each other.
My current method works fine for two or ...
4
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1answer
198 views
How can I test if an object will “fit” during pathfinding?
I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes.
What's a good general ...
2
votes
1answer
117 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 ...
3
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2answers
291 views
What would be the most simple following target and neighbors avoidance algorithm in 2D space on plane?
I have ~20 or more enemies and they need to follow a target and avoid to go on top of themselves. I mean follow a target and avoid to collide with each other. Area, on which they are walking, is just ...
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2answers
77 views
Handling Block Collisions
The title isn't great, but let me try and explain my problem. I'm working on a little game at the moment the gist of which is that you're an entity in this 2-D world and you have to dodge obstacles. ...
4
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1answer
316 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 ...
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4answers
182 views
Java Slick2d collision feedback [closed]
I'm trying to build a collision response ( it uses vectors2f from slick2d ) so that enemies don't overlap on each other so basicly what I'm doing right now is, I loop trough all enemies in array ...
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2answers
544 views
How do I stop overlapping shapes when collision detected in AndEngine?
I am making a very simple demo in AndEngine in which I have three rectangles: rect1, rect2 and rect3 in an ArrayList.
I register onAreaTouch as follows:
@Override
public boolean ...
2
votes
1answer
314 views
Dynamic obstacles avoidance in navigation mesh system
I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
5
votes
1answer
6k views
How can I use Rectangle.Intersect() to resolve collisions in XNA?
I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...
3
votes
2answers
298 views
How to make it so units don't stack up in one location? [duplicate]
Possible Duplicate:
Is there a simple way to stop enemies standing in the same spot?
So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so ...
15
votes
1answer
719 views
How to resolve collisions of compound shapes using SAT?
SAT is a decent way to determine collisions between arbitrary convex polygons. You'll even get the vector that is needed to resolve a collision.
To resolve collisions between complex (non-convex) ...
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votes
2answers
2k views
pathfinding with obstacles in a Warcraft 3 like game
Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok.
But there is map resolution issue. When I look ...
23
votes
2answers
793 views
Algorithm for spreading labels in a visually appealing and intuitive way
Short version
Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I ...