Tagged Questions
2
votes
1answer
259 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" ...
12
votes
3answers
594 views
Resolving a collision with forces
In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position.
Doing this "pushes" the first AABB ...
5
votes
2answers
189 views
Calculating impulse propagation through a rigid body after a collision
I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision.
For example, in the following diagram, if there is a collision that results in ...
0
votes
0answers
106 views
Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D
[for tl;dr see after listing]
//...Code to determine shapes types involved in collision here...
//...Rectangle-Line collision detected.
...
1
vote
1answer
294 views
How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this ...
1
vote
1answer
99 views
Help with Collision Resolution?
I'm trying to learn about physics by trying to make a simplified GTA 2 clone.
My only problem is collision resolution. Everything else works great.
I have a rigid body class and from there cars and ...
1
vote
1answer
436 views
2D OBB collision detection, resolving collisions?
I currently use OBBs and I have a vehicle that is a rigid body and some buildings.
Here is my update()
private void update()
{
camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ...
2
votes
1answer
257 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
6
votes
2answers
628 views
How to implement friction in a physics engine based on “Advanced Character Physics”
I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself ...
3
votes
1answer
645 views
Resultant Vector Algorithm for 2D Collisions
I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
7
votes
2answers
855 views
How to resolve penetration of two colliding bodies
I've implemented simple 3D game physics engine. I already have decent collision detection in place, now I'm trying to figure out the collision response part. I'm using impulse based method to ...
16
votes
4answers
2k views
How to deal with corner collisions in 2D?
I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it.
Whenever my player sprite character attempts to move into a position ...