Tagged Questions
1
vote
2answers
190 views
How to resolve a collision at the border between two colliders?
I'm writing a simple non-physical one-circle-to-many-rectangles collision detector/resolver.
For collision detection, I'm using a very common algorithm, and it's working pretty well.
For collision ...
0
votes
1answer
64 views
Collision detection recommendations [closed]
I am currently developing a prototype game for mobile devices in which the user will see several objects on the screen and will have to touch them one by one in the correct order to win. I guess it ...
0
votes
0answers
65 views
Collision Detection and Resolution in Three.js
So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 ...
9
votes
4answers
614 views
Make the player run onto stairs smoothly
I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example:
I implemented a bounding-box collision system that just checks for ...
0
votes
1answer
288 views
How do I handle collision response between many different types of game objects?
I am looking for a way to avoid the dreaded switch or if/else scenarios between numerous game object types when a collision takes place in a game. For example:
You have a list of game objects which ...
0
votes
1answer
88 views
How do physics engines like Box2D detect and respond to collisions between arbitrary polygons?
I've always wondered how collision detection like this was achieved, and I've always wondered what the response would be. Do they perform line-line intersection tests for each line making up the two ...
1
vote
0answers
61 views
how to project a collision between a pair of polygons under rotation?
I am trying to create a physically plausible 2d physics engine. I have read many documents about detection of collisions, contact resolving, interpenetrations, projection, separating axis theorem ...
3
votes
1answer
95 views
Calculating impulse with multiple collision points
In my amateur 2D rigid body physics engine for a game I react on collisions between two bodies with an impulse j (formula 11) as explained here.
To calculate this impulse I need one contact point P ...
0
votes
0answers
108 views
Polygon Collision Response
I'm working on a game engine that has a built in custom physics engine (I know it's a waste of time, but I have years to make this, so why not make it good?).
Currently, with any number of polygons, ...
0
votes
1answer
115 views
Strange collision in Breakout [closed]
My Breakout game works fine so far, but I struggle with the collision detection... Well... just with the collision from the ball with the brick...
Here's the relevant code:
List<Brick> ...
2
votes
2answers
147 views
Collision detection - make sure the player touches the object exactly
I know this is really something I should be able to figure out on my own, but a solution is evading me.
Okay, here are a few relevant parts of my code.
bool Game::Col(int x1,int y1,int w1,int h1, ...
-1
votes
1answer
139 views
Grid based Collision Detection between circles [duplicate]
I am working on a 2d arcade game where I have 5 types of circles with different sizes: The ship, the missiles, and 3 types of monsters.
This is what it looks like:
Currently I'm using brute force ...
1
vote
2answers
274 views
2D AABBs and resolving multiple collisions
Okay, so this is a problem I've been trying to figure out for quite some time. Mine is a 2D platformer game with a world made up of (usually) immobile tiles and mobile sprites, both of which use AABBs ...
0
votes
1answer
345 views
OBB Collision Resolution: Jittering with Long Rectangles
I have been working on a physics simulation module. Almost everything works properly, but I am having an issue, which I have demonstrated in the following video.
http://youtu.be/2L17y9Lme0Q
As you ...
1
vote
0answers
32 views
Calculating contact points with SAT [duplicate]
after detecting collision between two convex shape by using separating axis theorem and calculating MTV, how can i calculate the contact points ?(for applying torque to the rigid body).
3
votes
1answer
251 views
Collision detection for sloping tiles
I've been looking into adding 'sloping' tiles into my platform game and my first attempt at collision detection with these tiles has produced some promising results (considering it's a first attempt), ...
1
vote
2answers
136 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
212 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
518 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
155 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, ...
0
votes
1answer
249 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
126 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
358 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 ...
0
votes
1answer
296 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
593 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 ...
6
votes
1answer
244 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
897 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 ...
1
vote
1answer
2k 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
325 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
251 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 ...
3
votes
1answer
144 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
145 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
188 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 ...
28
votes
6answers
2k 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
203 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 ...
3
votes
2answers
267 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
387 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
223 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
235 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 ...
-1
votes
1answer
203 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
206 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
118 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
216 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 ...
1
vote
1answer
620 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
610 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
250 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 ...
12
votes
3answers
1k 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 ...
1
vote
2answers
429 views
Find the Contact Normal of Rectangle Collision
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given.
Basically, I have two rectangles (AABBs) that ...
3
votes
1answer
391 views
Meaning of offset in pygame Mask.overlap methods
I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges.
It's a ...
1
vote
1answer
158 views
Confusing with an articles wording on Clamping a Vector2
I have been reading an article on Collision Detection and how to resolve it.
http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/
In the section describing an AABB vs Circle, ...