A process of adjusting game objects position after collision.
0
votes
0answers
28 views
Coefficient of Restitution of Zero not resulting in complete loss of energy
It is my understanding that a CoR of zero should result in complete loss of energy resulting in the two colliding bodies almost 'sticking' together.
In my program however when I find the impulse ...
4
votes
1answer
79 views
How to prevent jitter amongst near-stationary physics objects?
See image for reference
Hi Guys,
I have been implementing a custom physics engine, and I'm pretty close to having it working as I would like it.
There is a gravitational force, and of course ...
1
vote
0answers
40 views
Stuck at tile seams using 2D collision
I'm making a little top down 2D dungeon crawler, and have pretty much fallen over at collision detection with my dungeon walls. I have figured out how to stop my player sprite at the walls, but I'm ...
0
votes
1answer
55 views
Java 2D Game: Collision help
Ok, so in my Java2D Game, using swing/awt (I hear it is not the best to combine those), I am trying to finish collisions.
So, the problem is, the "if (player.xvel < 0) { }" and the "if (player....
1
vote
0answers
43 views
SAT collision detection and stacking objects
I'm working on a small game for Android which deals with some simple physics, including the need to stack objects on top of one another without jitter. This infamous "stacking collisions" issue with ...
1
vote
1answer
46 views
LibGDX - Rectangle Collision and Response
I've been using LibGDX for the past few weeks and I have some problems that I need help on. What I need help on is understanding how to use LibGDX Rectangle class for a platformer.
I found this ...
0
votes
0answers
29 views
Using LINQ for hitbox collision
I have two child hitbox types. One that does damage and one that recieves damage. The parent class has a "collide" method that takes in a hitbox of any type and will return true if its rectangles ...
0
votes
1answer
52 views
Prevent camera from moving through walls (no engine or framework)
I'm building a fairly basic 3D first-person puzzle game. The only objects for which collisions matter are walls, and all walls are at convenient 90 degree angles aligned with the coordinate axes.
...
1
vote
2answers
42 views
Detect which Entity caused the collision
I have a 2D plane with two or more moving entities (polygons with an AABB). On collision both of them will go through a "collidesWith" Method, where I have access to both entities but only want to ...
0
votes
2answers
98 views
2D - Need help understanding how to resolve multiple collisions in a simple physics engine
I am trying to create a small game engine in Java using only basic openGL functions and implementing everything else from scratch.
I am trying to get a basic physics engine working (similar to box2D ...
0
votes
1answer
38 views
Ball bounce in 3d
I cannot get my bounce equations right. I have 2 spheres, that can colide at any angle. One is forever stationary, other one is moving though the space.
I have X,Y,Z speed of the moving ball and a ...
-1
votes
1answer
48 views
How to prevent corner slipping with a shortest axis collision solver
Currently I use AABB's to represent objects in my game engine, I resolve collisions between them by finding the shallowest axis, but this leads to a problem if an object is approaching another in a ...
1
vote
0answers
53 views
How to handle collision detection & response in voxel engine with slopes?
Voxels are fairly small
An object can span an area of 8x8x8 or more
Vertices of Voxel Type are always snapped to the grid:
Voxel types are convex (except the second type - which can be thought of as ...
1
vote
1answer
17 views
Achieve same effect as a FixedJoint2D but also match RigidBody2D forces
Trying to make an object that is affected by rigidbody physics in exactly the same way as the object it's linked to. So torque, velocity, and any resultant torque or velocity from a collision.
This ...
0
votes
1answer
36 views
XNA player/tile collision not working perfectly
So I've built a map tile engine in XNA, and have been working on the player/tile collision. The method I'm using works well to some extent, but the player will often move through the walls and get ...
0
votes
2answers
161 views
Adding collisions to a 3D mmorpg game
I'm creating a mmorpg game with a little team, and we want to add a player-objets collisions system. We want players to be able to walk on a heightmap ground, and walk/be blocked by objects.
I found ...
0
votes
0answers
61 views
Pseudocode for a basic pool like game
I'm trying to write a basic but accurate simulation of balls colliding with each other and a square enclosing, and I'm wondering if you can help me with pseudocode to give me an idea of the overall ...
3
votes
2answers
43 views
Inelastic ball collision
I'm trying to implement basic inelastic ball collision.
The example on the link above is for one dimension. It explains that it's the same for 2D but where the velocities are the components in the ...
0
votes
2answers
71 views
Collision handling for grid based games and simulations
I'm trying to implement a grid based game where there are many creatures moving in the grid from square to square. I'm having a hard time handling collision with creatures in the grid (multiple ...
0
votes
0answers
75 views
Monogame/XNA 3D Floor/Wall Collision
I am trying to make collision work in my game, however, I am so lost on how to do what I want. I have a player model and a floor model with a BoundingBox around both of them. The floor is just a ...
0
votes
1answer
113 views
How can I calculate the penetration depth between two colliding 3D AABBs?
I'm currently working on implementing a very basic collision system in my game at the moment that only uses 3D AABBs. My AABB struct currently looks like this at the moment.
/// <summary>
/// ...
1
vote
0answers
18 views
Defining collision rules in Farseer XNA
I'm trying to integrate Farseer into my XNA game.
Since I'm using an EntityComponentSystem approach, I've added the Body inside a component and added it to the players' components.
One thing I'm ...
0
votes
1answer
21 views
Increasing mass in ineleastic collision by orders of magnitude resultsin little change in velocity
When increasing my rocketMass from 10 to 1000 or to a 1000 or bringing my shipMass down to 1, I notice very little increase in how far the ship's final inertia is. I'm expecting that increasing from ...
1
vote
0answers
41 views
How do 3D player collision work? [closed]
I don't really know how to explain this but I have always wondered how simple player movement collision work. Take Half-Life or Counter-Strike for example.
Their player collision against the world ...
1
vote
0answers
65 views
How to resolve multiple simultaneous ball collisions in a pool game?
I'm trying to simulate a break shot in billiards (1 ball hits a pyramid of 15 balls).
The formula for 2D ball collision works correctly in my game. But when it is applied to the break-shot, the result ...
-1
votes
0answers
77 views
Resolving 2D AABB collision problem
I'm adapting the collision resolution code from learnopengl.com for my own engine and since this my first time doing this, I have a problem with how the player position is being modified by the ...
1
vote
0answers
84 views
Game Physics: Calculating a collision response using the Separating Axis Theorem?
I am working on a project in which I have implemented the Separating Axis Theorem to detect collisions between objects. My current collision response is an object that contains whether it is ...
1
vote
0answers
52 views
Handle floating point precision errors in collision detection and resolution
I am experimenting with a continuous collision detection and response of points on a tile map.
This are my results for now:
I did this by shooting a ray (red line) from the current position (red ...
9
votes
3answers
191 views
Strategies for dealing with crowds at choke-points
I've recently switched my game engine over from steering behaviours to impulse based movement with proper time based collision resolution. This has solved so many problems (no more tunnelling, yay) ...
9
votes
2answers
278 views
Collisions between players in multiplayer racing game
I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js.
What I have done:
Client receives world state from server:
extrapolate other players based on latest ...
1
vote
1answer
194 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
40 views
Canvas/Paint Mechanic
I'm 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
79 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
37 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
345 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
74 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 I'...
3
votes
2answers
366 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
http://...
2
votes
4answers
488 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 ...
1
vote
2answers
165 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
64 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
1answer
110 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
88 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
47 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
158 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
2answers
136 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
217 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
194 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
89 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
532 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 ...