A process of adjusting game objects position after collision.
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1answer
37 views
How to implement this collision detection function?
I would like to know how to implement this collision detection function, but I'm not even sure what it's called.
The input shapes are 2D convex polygons, with an optional "rounding radius": imagine ...
0
votes
3answers
132 views
Collision between AABB and Circle
I'm programming collision systems for a 2D game engine. The idea is that different systems can interact with each other. So one of the cases would be check collisions between axis aligned bounding box ...
1
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1answer
61 views
Help with Resolving Pixel Perfect Collision
Hi I'm having trouble resolving "Collision detection between axis-aligned bounding box and bitmap (pixel perfect) terrain on a Worms type game". (Read previous question to find more information about ...
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1answer
77 views
How to resolse collision between moving and static AABB?
What I have is a map represented as list of Rectangles and player's rectangle. Also I have function to determine depth of the collision:
Point TestAABBAABB(Rectangle a, Rectangle b) {
...
2
votes
1answer
38 views
Collision detection between axis-aligned bounding box and bitmap (pixel perfect) terrain
Working on a Worms-type game, I have my objects in bounding boxes and they sit on the pixel terrain.
Currently I am able to successfully do the collision detection for objects when they enter the ...
0
votes
1answer
33 views
Cocos2d - Physics bodies randomly loosing Velocity along an axis after impact
This just started occurring and seems to randomly happen during, and between, game sessions. A dynamic moving body collides with a static body and instead of bouncing off looses (almost completely) ...
0
votes
1answer
53 views
How do I get realistic sliding contact between objects in a voxel grid?
I have a 3D grid of voxels in my game. Entities walk around with simple physics that represents them as an axis aligned bounding box with velocity, mass and acceleration. The way I'm doing collision ...
1
vote
0answers
52 views
Cocos2dx+Chipmunk: Fully elastic collision between moving bodies
I'm using Cocos2dx and the built in Chipmunk physics engine, and currently I've got my PhysicsBodys' materials set up with:
Density=0
Restitution=1
Friction=0
in order to get fully elastic ...
0
votes
1answer
74 views
Unity: Smooth collision
I'm making a topdown 2D RPG in Unity.
All moveable objects have Rigidbody2D-components with gravity set to 0, linear drag set to 5 and different masses.
Walls are stationary boxes with BoxCollider2Ds.
...
0
votes
0answers
29 views
PhysicsJS object falls through the world
I have a problem while using PhysicsJS when it comes to collisions. I created a physics world, an object and applied gravity. I put the object at a certain position, it falls down because of the ...
0
votes
1answer
95 views
How do I calculate the bounce vector of a ball hitting the starting point of a segment?
I have a ball (with parameters x, y, radius) that travels on the screen (with vectors directionX directionY) and can collide with a segment with random slope (with parameters startX, startY, stopX, ...
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votes
2answers
67 views
Stuttering Character When Colliding With Wall XNA 4.0 Help!
I'm trying to make a platformer game without tiles. I've made a collision handler to handle collision between Player and Stage(platform)and a collision checker, here's the code:
public void ...
0
votes
1answer
43 views
Array Rectangle Collision Handling Inconsistency XNA 4.0 [closed]
I made a simple collision detection prototype.Here's the code for the Player class's collision handler:
public void handleCollision(GameObject OtherObject)
{
...
0
votes
2answers
65 views
Unity2D Best way to determine degrees between two colliding entities?
I'm trying to determine the collision-direction between two objects. I'll be using this for various things such as creating blood-entities in a specific direction proportional to where the other ...
0
votes
0answers
111 views
2D AABB vs AABB side of collision and collision depth
I realize there have been a multitude of questions involving 2D AABB vs AABB collision, but the questions and responses always avoid the simple questions that make it difficult.
To keep things ...
1
vote
1answer
106 views
2D Collision : detection and design [duplicate]
So, listening to this very smart piece of advice, I've already completed a basic Tetris game. Moving on, I started a small breakout. But suddenly : a nightmare came. Collisions.
Since I've been ...
0
votes
1answer
78 views
c++ - collision detection/resolution clipping
I'm trying to implement a collision detection system, and it is working for the most part, no overlapping (or at most very little overlapping) of characters, and wall collisions. The problem is that i ...
1
vote
1answer
166 views
AABB swept collision response with voxel world
I followed this tutorial: link and I was able to make it work with 3d voxel world collisions.
But the problem I have is with collision response. I want to make player slide against the wall if he is ...
1
vote
0answers
52 views
Manual response when 2 shapes made of rectangular volumes collide
I have 2 compound objects made of rectangular blocks. One of them (the one that is moving) has a script that listens to OnTrigger callbacks. What I need is to position the moving compound object on ...
1
vote
1answer
89 views
Triangular Mesh Collision/ Resolution
I've been trying some different approaches for collision detection and now I want to try to implement simple Mesh-Mesh collision detection for triangular meshes. I'm wondering if I'm on the right ...
0
votes
0answers
98 views
Bullet Physics for Collision Detection and Smooth Response
I'm creating a game using LibGDX, and to prevent the need to spend lots of time writing collision detection code I've decided to make use of Bullet Physics, simply for collision detection and not for ...
0
votes
0answers
86 views
2D Distance Field as collision handler method
Pixeljunk Shooter has really cool fluid simulation.
I found the dev's video explaining what they did. Here
I understand that it is particle based simulation Smoothed Particle Hydrodynamic
I can ...
0
votes
0answers
90 views
Separating Axis Theorem contactNormal
I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision.
Got that working.
To continue with my collision response I need more ...
2
votes
1answer
101 views
My pool balls often jump around when there are two or more balls colliding/touching
I'm working through the book 'Introduction to Game Physics with Box2D' and I've created a little pool game with the example code. Despite the name, there is NO box 2D used in this particular exercise.
...
1
vote
1answer
330 views
Collision/Intersection of (2D) Ray to Line Segment
Given a ray (r0, r1) and a line segment (a, b), I need to calculate the normal of the line segment based on the direction of the ray. For example, in the following picture:
The correct normal given ...
0
votes
1answer
70 views
Circle-line segment collision resolution
I'm trying to make a side-scrolling game using this method and I'm having some trouble getting it to behave right. The collision shapes consist of multiple connected line segments and I'm checking ...
2
votes
2answers
91 views
How to preserve topology for penetration correction?
I have a sorted list of blocks - some may overlap some may not.
Each block has an ideal starting position and may be constrained to one axis.
There are no velocity or acceleration or other forces ...
3
votes
3answers
189 views
Lerping character moving up and down slope tiles
So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic)
Now, the question I ...
2
votes
2answers
96 views
Rendering after interpolating, renders inside/outside other objects
So, we're working out our interpolated render-coordinates during our render call and it's doing a fantastic job of smoothing everything out. All is great and collision detection is working to a ...
2
votes
1answer
102 views
How to calculate max region/area of 2d circles?
I have some 2d circles on a plane, each has its own minRadius and maxRadius. When two circles collides, both of them will shrink their radius, so the actual radius of a circle is in range [minRadius, ...
2
votes
1answer
127 views
How do I resolve a collision involving more than two objects?
I have working functions that compute the overlapping polyhedron, contact points, depth of penetration (DOP), etc. of the overlap between two objects with convex polyhedra shapes.
I know how to ...
0
votes
0answers
94 views
Changing direction after collision
In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall.
I want to do it by pressing the wall object with the mouse (before ...
-1
votes
1answer
89 views
Smooth radial collision
I'm trying to make collisions smoother in my game. Currently, entities will stop completely when they collide with an obstacle. I saw the following article recently:
...
1
vote
1answer
66 views
Collisions and Lists [closed]
I've run into an issue that breaks my collisions. Here's my method:
Gather Input
Project Rectangle
Check for intersection and ispassable
Update
The update method is built on object_position * ...
0
votes
1answer
140 views
Collision detection doesn't register until player sprite jumps
I have implemented a shooting mechanic into my game, and the act of shooting works fine. The shooting work is done in my "game1" class. The issue that arises is when I incorporate collision detection ...
4
votes
3answers
276 views
How do I resolve a sphere-triangle collision in a given direction?
I am trying my hand at game physics.
I understand that the basic way to pull back a sphere when it collided is to negate the penetration distance:
// If collided...
// `distance`: distance form ...
0
votes
0answers
74 views
How can I find the collision response between a moving sphere and cube?
I'm implementing my own algorithm for sphere and cube collision response. So far I'm able to only test if both of them overlap.
My problem is: A cube is rotating around its axes i.e x and z axes. And ...
1
vote
2answers
284 views
How do I resolve a collision of a circle with two rectangle corners?
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
120 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 ...
1
vote
1answer
229 views
How do I implement space partitioning in entity component system?
My systems work on components without needing to now anything about entities. I want to implement simple grid partitioning, so each entity will be given a cell based on its current position. But how ...
0
votes
0answers
184 views
Realistic collisions with a kinematic rigidbody?
I have a car game where player drives a car; this car has a collider and a kinematic rigidbody attached and is completely controller by script (i.e. a script sets its position and rotation). In the ...
9
votes
4answers
818 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
273 views
How to properly handle top down 2D collision?
I can never seem to get this right, well polished at least. I'm creating a top down game in XNA, and collision has always been an issue for me to do properly. Detecting collision is fine, but ...
1
vote
0answers
54 views
Collision repositioning/resolution help [closed]
I've been having a trouble with moving objects out of the hitboxes they've just collided with.
Here is my (relevant) code so far:
Vector2 oposo = other.position;
Vector2 poso = ...
3
votes
1answer
338 views
How do I avoid pathfinding characters getting stuck in corners?
I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy.
What I ended up doing was get the first Tile in the path. ...
0
votes
1answer
479 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
0answers
158 views
Minkowski sum for circle + rectangle collision resolution (which 'side' was hit)
This question, on determining which side a rectangle has collided on (with another rectangle) has been a great help in writing my collision resolution code. However, I'm dealing with a circle and a ...
0
votes
1answer
130 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
1answer
169 views
2D Collision Resolution getting stuck on walls
I've been writing this collision detection system using a tutorial from an article I read and I just cannot for the life of me get it to function 100% correctly. Here's the code for starters:
...
1
vote
0answers
63 views
How can I solve this collisions? [closed]
I had tried to make an algorythm to solve box collisions, but it doesn't work as expected. The problem is the boxes wiggle along the space. I use box collision with circle texture. Example of the ...