Axis-Aligned Bounding Box (see Bounding Box) - an extremely simplified representation of the size and position of a 2D or 3D graphical object, in the shape of a box.
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Trouble finding normal on an aabb (originaly obb, realigned with rot and trans)
aabb: axis aligned bounding box
obb: oriented bounding box
I am trying to implement obb in my raytracer, here is how I try to do it:
My obb is defined by:
corner_min (the x, y and z negative of a ...
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0answers
28 views
Convert AABB to SAT help
I have recently implemented Axis-Aligned Bounding Box collision which works really well using the Minowski sum psuedocode which get which side of the rectangle is hit by the player (also a rectangle). ...
2
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0answers
39 views
Problem with collisions with tiles, using AABB
After having a little look around about collisions. I can't seem to find what i'm doing wrong every time i touch the bottom of the tile it send's me through it and throws me out to the right of the ...
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0answers
25 views
QueryAABB and PPM calculate in Libgdx
How does the calculation works for the QueryAABB in the world class?
In the game PacMan here that part confuse me:
for (int y = 0; y < mapHeight; y++) {
for (int x = 0; x < ...
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1answer
52 views
FInd out if AABB is left/right/below or obove a ray
What algorithms are there to find out in which quadrant of the ray an AABB is given a roll value? My idea was to rotate the cube by the negative rotation of the ray and move it by the negative ...
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1answer
50 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 ...
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0answers
58 views
How to efficiently update AABB on scaling/translating?
AABB says to recalculate the box if rotation change on the base model. So if I scale, or translate the model, I don't need to recalculate.
I've calculated the min/max values from local space so far, ...
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1answer
52 views
Technique to find a mesh intersecting with a primitive solid without using colliders?
For what it's worth I'm using Unity3d, but I believe the problem is more general.
There are hundreds if not thousands of meshes with hundreds of vertices each.
There is one sphere that can be ...
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2answers
80 views
When to calculate AABB collisions
I was wondering if collisions are usually calculated the exact moment an object is moved or if it is calculated in the game loop. I haven't been able to find anything on this.
Thanks
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0answers
18 views
Is it possible to not include or erase AABB data from a procedurally generated mesh with Renderer?
I am procedurally generating many thousands of very simple meshes with very simple texture (the same for all meshes and instances) in Unity (5.3.4) with C#.
Currently they take more than 100MB in ...
7
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2answers
275 views
Could triangles be used for swept-AABB checks between positions?
I'm trying to understand swept-AABB collision detection. When checking for collisions between two positions of an object, I commonly see one of 3 strategies used:
Rays: trace rays from parts of the ...
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0answers
65 views
Swept AABB vs AABB Calculation Error
I'm having issues running simple AABB vs AABB collision detection. I'm able to successfully detect collisions without checking with velocity. But for some reason my code keeps prematurely firing ...
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1answer
158 views
Frustum culling takes ages c++
I have two ways of doing frustum culling taken from different web sources. First one takes 200ms to check 10k AABBs, second around 50ms for the same box count.
I read some forum answers, people say 0....
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1answer
122 views
Swept AABB Collision and Response Problems
I am working on a simple 2D game, and I am having problems with collision detection and response. I am using code adapted from this article: http://www.gamedev.net/page/resources/_/technical/game-...
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1answer
85 views
How do I deal with AABB sweep ghost collisions?
I've been trying to wrap my head around this for some time now.
I wrote an implementation of AABB sweep collision detection. I though I understood the idea but it didn't work as expected. I rewrote ...
3
votes
1answer
171 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 ...
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vote
1answer
83 views
Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects
First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
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2answers
373 views
How to make your own 2D AABB collision system in unity?
I can't use the built in unity 2d physics engine for my game, so I tried to make my own using the unity bounds.Intersects, that is working perfectly but my problem is that I don't know how to make the ...
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3answers
3k views
Invalid AABB aabb
Invalid AABB aabb
UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean,
Boolean)
I've got this error ...
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3answers
111 views
Best collision algorithm for Axis Aligned Bouding Boxes [duplicate]
I have a number of quads (suppose like 20-40) and i want to quickly check the collisions between any of them. I would like to know if there's a quick algorithm to do that 60 times per second without ...
1
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0answers
50 views
Bullet btGImpactCollisionAlgorithm
I have a question about Bullet and in particular GImpact.
When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the
btGImpactMeshShape, does it do a AABB tree ...
2
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1answer
309 views
Creating a Collision Detection system [duplicate]
I'm currently working on 3D project (C++) and I have now come to writing the collision detection systems.
Basically my question is regarding how to architect it.
All the collisions are either ...
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1answer
84 views
AABBs in lwjgl 2.9.3
I think I have succeeded in making an aabb out of 6 quads in opengGL but how would i get it to stay with its centre-point at the centre-point of all objects. I know it is easy for one object how would ...
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4answers
5k 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 ...
2
votes
2answers
509 views
How to resolve collision between a dynamic AABB and static AABB?
I wanted to ask, how do I resolve collision between 2 cubes - in my case I want to push a moving / dynamic cube (used for the player) out of another static cube (used for the floor or objects in the ...
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1answer
144 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
1k 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 ...
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vote
1answer
883 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 ...
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vote
1answer
74 views
Positioning of AABB / Rectangles
I am wondering what is the best way to position rectangles, the ways I have thought of are:
Have an x and y at upper left, then have a width and height
Have an x and y at upper left, and an x and y ...
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1answer
147 views
Why Is My AABB Collision Detection Not Working
I am going to be making a 3D game and I need to be able to test for accurate collision. I was able to get bounding sphere collision working (too inaccurate to be used for the whole game), but AABB ...
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votes
2answers
400 views
Slopes vs. Rectangles: Different Collision Points
My platformer has both rectangular tiles and right-triangle slopes with rectangular hitboxes. My sprites are also rectangular.
Collision with only rectangular tiles works well. Even if there are ...
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3answers
544 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 ...
3
votes
2answers
2k views
Scale a game object to Bounds
I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. ...
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1answer
126 views
Can't get the logic behind my AABB collision
This is my collision detection function in the maze game im working at. I never made a game before and I dont have that much programming experience.
The question I keep asking me continously is why ...
3
votes
1answer
474 views
How do you prevent AABBs from passing through each other?
I know what an AABB is, but I don't know how you would check for collision with an object that is going really fast. If an object goes fast enough, it can skip over other bounding boxes without it ...
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2answers
253 views
Thick Ray interaction with AABB
I would like to intersect a thick ray (actually a cylinder) with an AABB.
The current code to perform intersection with the ray is the following.
template <class RealT>
bool CAABB<RealT>:...
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1answer
204 views
Degenerate AABB (axis aligned bounding box), does this always intersect?
I'm studying ray-AABB intersections and I'm asking myself: what would happen if one of the dimensions of the axis aligned bounding box was degenerated?
For instance:
AABB_min = {1,1,1}
AABB_max = {...
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votes
2answers
3k 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 ...
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1answer
360 views
AABB vs Rectangle
I'm trying to wrap my head around 2D physics and stumbled upon Axis Aligned Bounding Boxes, and I have a couple of questions regarding them.
In all AABB structs I could find out there, people prefer ...
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1answer
159 views
AABB SAT code detects collision wrongly [closed]
I've been having trouble getting my SAT code working using AABBs, and I've been trying to find a solution but, I'm scratching my head.
For some reason, it detects collisions very wrongly, as shown by ...
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1answer
286 views
AABB collision detection not detecting in some cases
I'm using simple AABBs in a tile based world, and for some reason the algorithm does not detect collisions when moving towards the left and then down. I actually upload a video to YouTube to ...
2
votes
0answers
286 views
Incorrect frustum culling with center/half-size AABB
I'm trying to implement an axis-aligned bounding box with center/half-size instead of min/max. And I have some problems when it comes to create a method to detect if the aabb is visible or not.
I try ...
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1answer
1k views
AABB vs OBB Collision Resolution jitter on corners
I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with ...
2
votes
1answer
193 views
How to calculate new velocities between resting objects (AABB) after accelerations?
lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after ...
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votes
1answer
240 views
Overlapping sibling problem in AABB tree
I'm trying to make a real-time GPU (CUDA) ray tracer, and for now I'm tracing single rays, but I've ran into a problem: the BVH. This [PDF]paper has been my inspiration for the theoretical part, and ...
3
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1answer
734 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 ...
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1answer
235 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 ...
36
votes
6answers
4k 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 ...
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3answers
933 views
Collision detection problems using AABB's
I implemented a simple collision detection routine using AABB's between my main game sprite and various platforms (Please see code below). It works great, but I'm now introducing gravity to make my ...
2
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1answer
439 views
Get intersected volume of two planes in 3D
I'm working on AABB - AABB collision response and I'm having trouble figuring one part out. My situation is as follows (see image).
I have a player AABB (blue) and an object which collides (brown). ...