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Cannot decide between using a MessageBus and entities for events in my ECS game

For example, let's say that the player walks into an enemy and in response, a chain of events should occur (such as: his score goes up, the enemy dies, a cinematic starts, etc.) I see two "proper&...
Ryan Peschel's user avatar
0 votes
1 answer
855 views

How to Design a Generic Collision Detection System?

I'm designing a C++ 2D collision module, and I ran into a problem designing a system where the collider is unaware of the shape it's colliding against. I'd like to have a abstract base class called ...
DW_Ant's user avatar
  • 3
2 votes
0 answers
531 views

Event based collision system

Currently I am writing a litte 2D engine for training purposes. Some time ago I had some thoughts about good ways to implement and handle collision. (Not about the particular algorithm, but about how ...
Mango's user avatar
  • 121
0 votes
1 answer
111 views

Values or Struct-Like Location Class?

I'm currently working on a 2D RPG, where the player character moves on a tilemap but is not constrained to the individual tiles. Every tile in a room is referred to by x and y coordinates to an Array. ...
sneelhorses's user avatar
5 votes
1 answer
3k views

How to code a multi level isometric map?

I have already worked with isometric grids in the past, but in my current project I found an issue I am not sure on how to solve. I am trying to produce something similar to what's in the below screen:...
MKII's user avatar
  • 153
2 votes
1 answer
147 views

Targeting logic for 100.000 units army

I am making an army fight for my website armyfight. There can be fights of hundreds of thousands units. I am looking for better unit targeting. in jsfiddle is an example. ...
mansim's user avatar
  • 191
1 vote
1 answer
966 views

Check collisions in Stage among actors

My goal is to check collisions among the actors that are in the Stage. My question is: is it necessary to maintain a list for each type of actor I have? Doing that I get 3 problems, 2 bad design ...
Loris's user avatar
  • 187
4 votes
2 answers
130 views

Where to put the screen dimensions to make it accessible for all on screen objects?

I'm starting game development to learn a new language (SDL2, C++) and would like some opinions on the best way to handle a probably very basic problem. I don't want my player to go off screen, so I ...
Minix's user avatar
  • 141
4 votes
3 answers
779 views

Sphere to plane collision never rearching resting contact

I have been trying to have a sphere to plane eventually lead to the sphere coming to a resting contact, but my sphere will end up always bouncing forever. It will bounce correctly for the first few ...
judeclarke's user avatar
0 votes
2 answers
391 views

Double buffer - Managing Collision

I'm thinking about how I should manage collisions in my game. I'm thinking about having a "Collision" class that checks for collision, and in case takes actions to resolve them. My problem is this: ...
Luca's user avatar
  • 101
5 votes
3 answers
1k views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People ...
Aviv Cohn's user avatar
  • 913
3 votes
1 answer
478 views

How and when to choose which objects to run collision tests on?

This might be problem with plenty of good solutions, but it's all not very clear to me, so I though I could ask and probably get some good hints. I'm having trouble figuring out how to handle ...
user48145's user avatar
1 vote
2 answers
1k views

Without using a pre-built physics engine, how can I implement 3D collision detection from scratch? [closed]

I want to tackle some basic 3D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy... I want to do it all myself, however. 2D collision ...
Andy Harglesis's user avatar
0 votes
1 answer
2k views

How to architect collision detection in SFML

I have a pretty simple game engine that I'm making for a 2d platformer game. I don't want it to be super advanced, but it does have some basic properties. Most important to this question is a class ...
mrobinson7627's user avatar
3 votes
1 answer
1k views

Collision Shapes Abstraction Design

Straight to the facts. I have a base CEntity class for different entities in my game: Static entities ( those do not move, simply props and items ) Dynamic entities ( these move, jump ) Each of these ...
cdmstr's user avatar
  • 55

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