A process of adjusting game objects position after collision.
1
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1answer
60 views
Continuous Collision Detection
So I'm playing around with the separating axis theorem and collision. Obviously the problem of what face it collided with arose. I need the unit normal which is tangent to that face it collided with ...
0
votes
1answer
23 views
simple solution for 3d collision detection and response
I'm having great difficulty trying to implement collision detection and response in a 3d game
What are some simple solutions someone can use to implement smooth collision and response similar to ...
0
votes
0answers
21 views
Handling Collision [closed]
Right now my physics simulation simulates->Check/Handle Collision. When it detects collision between two objects it resolves it. Would it be better to simulate->Check collision/Compile into a ...
1
vote
3answers
81 views
Collision response and delta-time problems
I'm working on a 2d top-down shooter game. At the time, I am trying to get the movement and collision right, but I have a few problems with this.
First of all, I am making my game frame independent ...
1
vote
3answers
81 views
Collision Detection/Response Issues in Unity
Sprite A: Box Collider 2D and Rigidbody 2D.
Sprite B: Box Collider 2D.
Both sprites have a Sprites/Default material with Pixel Snap enabled. The textures being used are set to Truecolor Format and ...
1
vote
1answer
35 views
QuadTree Checking Collision With Different Levels of Nodes
I am making a QuadTree for a 2D Platformer. Researched on it and I managed to make a pretty good one where each node stores its 4 SubNode and there's a MAX_OBJECTS for each Node and MAX_LEVELS which ...
0
votes
0answers
33 views
XNA 2D Tile Baseed Map Collision Messing Up On Inside Corners
I'm creating a 2D Over the head game and the collision system works fine for straight walls and outside corners although not for inside corners.
The walls are done by each solid tile having a ...
0
votes
1answer
59 views
2D Collision Response
I am trying to implement collision response in my libgdx game. I'm using Rectangle objects as my bounbing boxes. This makes collision detection very easy, however I can't quite get the response ...
2
votes
1answer
87 views
How does matrix based game physics (collision detection & response) work?
I'm familiar with how to do collision detection and response using shape intersection tests, the separating axis theorem, and by using MPR and GJK with minkowski sums and support vector defined ...
1
vote
1answer
71 views
Sliding DOOM style collision resolution against arbitrary 2D geometry
I've been working on a HTML5 canvas raycasting engine for the web browser, with the end goal of making a simple FPS game in the style of the early 90s. The engine sits somewhere between Wolfenstein 3D ...
0
votes
1answer
25 views
Collision resolution moving Point to AABB with raycasting
This is probably trivial, but I'm having trouble making it work.
I have a 3-coordinate world of particles simulated with Verlet Velocity. I only care for collision between their centers and a few ...
0
votes
0answers
25 views
Where to put collision detection and resolution with Verlet Velocity?
I've implemented a 3D Verlet Velocity integrator with variable-velocity forces following this awesome answer:
How can I implement gravity?
I've used only freely-moving spheres for now, applying ...
1
vote
1answer
43 views
Objects phasing through each other in physics engine
I'm writing my own physics engine right now (following this tutorial), but I'm running into some problems. Sometimes on collision, objects will just phase through each other instead of bouncing off of ...
1
vote
1answer
42 views
How to go about an intermediate collision resolution system?
I would like to know a better way of collision resolution than I am currently doing. My current collision system stores the current positions and previous positions of each object. When an object ...
2
votes
2answers
73 views
2D multiple circle collision response
I'm trying to implement simple 2D circle collision system. There are circles with different radiuses and velocities (the larger the circle the slower it is). Contrary to all the questions on the ...
1
vote
1answer
99 views
How to calculate faces involved in collision (Separating Axis Theorem)
I have a game engine created in javascript (https://jsfiddle.net/4gqsq8wf/) which uses collision detection via the Separating Axis Theorem. Currently, it does not have any means of resolving velocity ...
1
vote
1answer
59 views
How can I determine “exact moment” of collision with ray casting?
I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems ...
1
vote
1answer
41 views
How to resolve collisions when using ray-casting to predict the location of future collisions?
I ran into a question I can't seem to solve, while implementing the movement/ collision checking code for my game. The game is in 2D and all objects in my game use either AABBs or circles as collision ...
1
vote
1answer
56 views
Using Farseer Physics, how can I get objects to bounce at the correct angle
I am using the Farseer Physics engine in my MonoGame project. I have static walls which have "body" friction 0 and "body" restitution 1. I have dynamic objects, which are circles, with "body" friction ...
5
votes
1answer
184 views
Circle Collision Resolution and Angular Momentum
I have a 2D engine working pretty well that involves rectangles and circles. I just reworked parts of the collision detection/response system for better handling of angular speed/momentum.
The ...
0
votes
1answer
54 views
Circle Depth Penetration
I'm resolving some collision between circles and I keep getting this problem.
Note: The rectangles are perfect squares fitting the circles so when I type rect.Width I mean the radius of the circle.
...
1
vote
0answers
41 views
Implementing Separating Axis Theorem to Detect and Handle Sliding Collisions
I am having a bit of difficulty detecting collisions properly with separating axis theorem. My code seems to be giving a lot of false alarms. Also, I've looked into implementing sliding collisions ...
4
votes
1answer
239 views
2D Collision response - rotating, moving polygon hitting a wall
I'm trying to bounce a polygon that has both velocity and angular velocity off a (immovable) wall when one of the vertices collides with it. I can detect the collision, and I've worked out how to ...
0
votes
1answer
110 views
AABB collision resolution issues
I'm trying to make a character collide with some tiled terrain.
I have an issue with the collision resolution, and after days of shooting in the dark ant not finding any relevant help online, I'm no ...
1
vote
2answers
140 views
Collision Response in Entity Components Systems
This question seems to be a duplicate of mine, but I don't think it is.
I'm trying to build a game using an ECS, but I want this ECS to be as simple as possible, therefore I am eschewing messages.
...
0
votes
0answers
67 views
My sprites do not always respect collisions in Pygame
I have a Player sprite (40x40 pixels) and Tiles (20x20 pixels) which build the terrain. At the 4 edges there are 2 rows or columns (depends on vertical or horizontal) of wall tiles. Those are the ...
0
votes
0answers
22 views
JBullet - Object is colliding at the wrong location!
I'm trying to make archers walk on my ship.
I create the ship mesh like this:
{
Model mesh = null;
try {
mesh = OBJLoader.loadModel(new File("res/ship.obj"));
} ...
0
votes
0answers
43 views
How to use collision masks and overlap_area in pygame?
So, I've been prototyping a game, and I've been using sprite collision, and it's not cutting it any more. I read up on the documentation about masks and overlap area: ...
1
vote
1answer
124 views
Rigidbody physics concept: Why translate collision shape on-the-fly instead of mutating it?
Crossposting at http://stackoverflow.com/questions/29993547/rigidbody-physics-concept-why-translate-collision-shape-on-the-fly-instead-of-m
I've spent some time going through physics engine's ...
3
votes
2answers
118 views
How do I calculate rotational impulses in rigid body collisions?
I'm writing a simple 2D physics engine to help me understand the inner workings of physics engines. I'm following Randy Gaul's tutorial which can be found here and It's been extremely useful and ...
0
votes
0answers
49 views
How to calculate multiple collision of sphere and triangles?
I have a sphere and a mesh(triangles). When the sphere intersects the triangle, I reflects the vector of speed and everything works fine. But I can't write a good implementation for multiple ...
0
votes
1answer
105 views
Collision between a sphere and a mesh(height-map)
I am trying to implement a method that detects the collision between a sphere and a mesh and reflects the vector of speed.
I have a method, that detects a collision between a sphere and a triangle and ...
0
votes
0answers
36 views
JBullet - Two RigidBodies will not collide
I am adding two ships into my collision world.
(The green dots are the collision shape (an ObjectArrayList) that I am passing to the ConvexHullShape)
However they don't seem to collide. In fact, ...
0
votes
2answers
123 views
How to keep a shape inside a rectangle
So i'm making a game which is based on randomly generated rooms and i need a way to keep the player inside them and make the player glide when he collides with the room's bounds. I currently have a ...
1
vote
0answers
39 views
Collision callbacks in a javascript engine [closed]
I'm making a game engine in javascript for Educational purpose.
I already have the collision detection and collision response parts and are working fine, but i want to let the user define his action ...
1
vote
2answers
115 views
Circle-Circle collision resolution
This seems easy but I can't figure it out, when I have one circle(c1) collide with another(c2) I give the c2 circle the heading of c1 and send the c1 circle on the normal vector to the heading (the ...
0
votes
0answers
50 views
How can I create a collision like the ball and peg in Peggle?
I'm making a game which requires the same type of collision as Peggle. I know of the 3 main types (elastic, inelastic and perfectly inelastic) but those result in both objects moving after the ...
0
votes
3answers
128 views
Bringing islands close together programmatically
I generate island/continent maps and I want to make a grand archipelago of sorts where all these islands are located. The problem is that I don't know a smart way to place the islands programmatically ...
0
votes
0answers
19 views
How do I find at least the closest penetrating point with SAT? [duplicate]
For more accurate simulations, I want to find the closest point of another polygon to one polygon's center when they collide. Is this possible with the SAT algorithm? Is it a good strategy at all for ...
-1
votes
1answer
60 views
How do I calculate force from collision between 2 rigidbodies in 2D?
I have a physics engine based on the Game Physics Engine Development by Ian Millington. In chapter 7.1.1, it provides the formula:
V = (pA.Velocity - pB.Velocity) * (pA - pB).normalized
where V is ...
1
vote
0answers
56 views
2D Polygon Collision push direction with large polygons
I have a collision detection/resolution implementation that uses the Separating Axis Theorem. Detection and such works perfectly fine, as well as resolution for most objects/shapes in my game.
...
0
votes
1answer
43 views
How to prevent constant adjustments form collision?
I'm try to clone a popular 2D platformer as a project. For both the player character and enemies, whenever I constantly check to see if they are walking on the ground or floating platforms, they ...
1
vote
2answers
127 views
Defining collision response in an Entity system
I'm building a really simple top-down 2d shooter which uses an Entity Component pattern.
I've added several different entities to a level and given them different collision groups. I have an entity ...
1
vote
1answer
58 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 ...
1
vote
3answers
739 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
vote
2answers
162 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 ...
0
votes
1answer
108 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
96 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
173 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
91 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 ...