A process of adjusting game objects position after collision.
0
votes
1answer
60 views
How to handle collision detection
So the way that I am doing the movement for my game is that you can left click a unit (which is just a rectangle object), and then it is selected. While it is selected, you can right click and that ...
0
votes
1answer
18 views
Canvas/Paint Mechanic
I am currently working on an idea for a unity game app with a canvas mechanic. I understand I may have to use particles for the brush/paint f/x however I can not think of a way to add collision ...
13
votes
2answers
2k views
Storing coordinates of every object in server side in MMOs
In an MMORPG:
Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection?
If so, what would be a feasible way to store such a huge ...
0
votes
0answers
21 views
Detecting collision between 2 convex meshes in 3D
For the past couple of weeks I've been trying to implement physics in my engine, and I am currently stuck on the collision detection phase.
In short, I can perform a triangle-triangle intersection ...
0
votes
0answers
33 views
Doing collisions on both axis with java overlap
I'm making a top down game from scratch and just found out about the java rectangle overlap method that would work great for collisions.
However, after the overlap happens, I need to check for which ...
0
votes
1answer
210 views
AABB Collision Problems in SFML
I have a problem with AABB collision.
I am making a top down rougelike in SFML and my collision algorithm does't quite work properly.
HERE IS A GIF OF THE PROBLEM.
It mostly works, except for when ...
0
votes
1answer
55 views
Collision between free player and tilebased map
so I'm working on some sort of platformer in javascript where the map is tilebased but the player can move freely.
Now, i have a problem with collision detection/response. It's kind of obvious what ...
3
votes
2answers
321 views
2D Platformer AABB collision issues
Before anyone say that this questions already has a answer, I will list all the questions I read and tried:
AABB collision resolution issues
Trouble with AABB collision response and physics
Hard ...
0
votes
4answers
126 views
Lunar Lander calculating gravity, acceleration and collision in GameMaker
I've already asked this on the GameMaker forums but had no response so far.
I'm making a little Lunar Lander game as my first foray in to GameMaker, I'm wanting to have the ship land and take off ...
0
votes
0answers
49 views
Problem with collision detection also affecting collision resolution
Hi I am making a 2d scrolling beat em up, I am working on the collision with obstacles like drums and platforms.
So far I have the player jumping and falling from platforms but having problem ...
1
vote
2answers
149 views
Can I make this physics simulation any faster?
I've made a little real time physics simulation that solves some bodies. CirclevCircle && CirclevOrientedRect I would like someone to tell me if I'm doing something drastically wrong. I know ...
3
votes
1answer
55 views
Collision resolution when moving in two directions
I am making a bomberman clone and I'm having problems regarding moving on both x and y axis (pressing down+left, down+right, up+left). Here is a video to demonstrate the problem. I use Tiled for the ...
0
votes
0answers
18 views
Collision Handling between two Sets of Polygons?
So I'm making a minecraft mod that allows you to build crafts out of blocks and move them around. I've been stuck on this issue for months now though, which is that I can't get the crafts to collide ...
0
votes
1answer
57 views
Tile-based collision problem with corners
I am currently making a tile based collision system. But I encountered a big problem I can't seem to figure out.
Use the image bellow for reference.
Gray lines represent the border between tiles. ...
0
votes
2answers
75 views
Collision works except for when coming from right side
I am trying to make a bomberman clone. I'm having problems with the collision on the walls that is not on the sides of the map (see image). When I come from the right (going left), the red square ...
0
votes
0answers
31 views
Circle velocities stay the same after elastic 2D collision
I am following this paper in trying to create elastic 2D collisions among two circles. The problem is that my end velocities are the same as my start velocities. I've looked over my code and don't see ...
3
votes
1answer
123 views
Resolving collisions with float precision errors
I'm facing a problem when I try to resolve the collision between two units using floats as positions of the units in my game.
I am detecting the collisions using the SweptAABB algorithm and if there ...
0
votes
0answers
28 views
Touch and Collisions not working together in AndEngine when i set a custom Physics Handler
I have a set of custom sprites which implement a custom physics handler. The aim is to allow the user to move them by touch, then upon release they should act like a spring is connecting them to the ...
0
votes
2answers
81 views
How to make the character cannot pass through other randomly moving objects when they are collided?
As the title above, how can i make my random wallImg solid enough so that my birdImg cannot pass through it from any sides of the wallImg?
Here's the code of Processing's Crappy Bird that i've altered ...
3
votes
1answer
135 views
How to prevent accelerating along wall during 2d sliding collision response
I'm writing a simple 2d physics system using a circle colliding with edges. When the user presses a key the circle's velocity is incremented by some amount in the direction they pressed. There is ...
2
votes
1answer
88 views
Ball's velocity vector, reflect against a point
I need to calculate the new velocity vector when the ball collides with one of the paddle's corners.
Let d be the velocity vector of the ball,
r the target velocity vector
and n the surface normal ...
3
votes
0answers
78 views
Is there an algorithm for collision resolution that factors in velocity?
I'm trying to program collision detection between moving convex polygons. To detect collisions, my program uses the GJK algorithm, and to resolve the collisions, it uses EPA. The problem with EPA is ...
-5
votes
2answers
168 views
Unity Renderer.bounds issue?
I would like to make rend.bounds.max.y be always equal to 20 on collision no matter what, using the script below. But it seems that I can't set it manually and the script has no effect on my ...
0
votes
1answer
34 views
2d Tile Based Collision Response
Right now I am trying to make a 2d collision response system for a platformer, and the algorithm I have for it works quite well. The only problem is that if the player is standing exactly on a tile, ...
3
votes
1answer
293 views
How do I deal with collision resolution causing another collision?
I'm making a simple 2D, top-view simulation of an evacuation, sprites running around, looking for exits, going at it, all that good stuff.
I have no control over them when the simulation is running, ...
5
votes
1answer
131 views
Finding new position after collision with multiple colliders
What is the most accurate way to find the correct position to where a moving character should be re-positioned as a collision-resolution, after it has collided with multiple colliders?
The figure ...
1
vote
0answers
41 views
Detecting the two Vector3 that determine the bottom-edge of the side of a box-collider that had collision (with C#)
So, I understand that plenty of questions have been posted on how to detect which side of a Box Collider had collision. However, what I am trying to achieve is a little different.
I want to find out, ...
1
vote
0answers
29 views
Collision detection for multiplayer game with MatterJS
We are developing JavaScript multiplayer top down game where characters can move freely and collide with each other. We are rather weak at mathematics and physics, luckily we don't need much, just ...
2
votes
1answer
103 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
2answers
72 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 ...
1
vote
3answers
127 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
247 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
65 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
54 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
2answers
115 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
146 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
119 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 ...
1
vote
1answer
48 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
45 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
62 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
59 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
166 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 ...
3
votes
2answers
234 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
71 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
75 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
137 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
321 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
68 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
128 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
384 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 ...