Tagged Questions
7
votes
3answers
203 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 ...
0
votes
1answer
102 views
Help with AABB collision detection [closed]
making my first attempts at implementing AABB collision. I got it to work...kinda. I've run into an odd issue I cant seem to fix.
Basically when the objects overlap, I push one out. The pushing part ...
1
vote
2answers
252 views
AABB-AABB sliding collision response
I have many objects with AABBs and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall ...
1
vote
1answer
50 views
Apparent tunneling with issue bounding box collision detection
I'm working on a Break Out game remake and I'm getting a weird bounding box collision detection behavior.
It seems like the ball is going under the paddle even if the hit is on top. Weird enough the ...
0
votes
1answer
150 views
How to make AABB collisions work? [closed]
I am unable to make efficient AABB collision in XNA 4. I am making a platformer, with tile based map.
Here is what I do in my tile class :
public virtual void Update(GameTime gameTime, ...
1
vote
2answers
156 views
Find the Contact Normal of Rectangle Collision
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given.
Basically, I have two rectangles (AABBs) that ...
2
votes
1answer
404 views
Trouble with AABB collision response and physics
I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and ...
0
votes
3answers
1k views
collision resolve sphere-aabb and aabb-aabb
I am currently working on a basic physics engine which does not consider rotations.
At the moment I work on collision resolving between aabbs and spheres.
Unfortunately I have no idea what a collision ...
4
votes
1answer
490 views
AABB Sweeping, algorithm to solve “stacking box” problem
I'm currently working on a simple AABB collision system and after some fiddling the sweeping of a single box vs. another and the calculation of the response velocity needed to push them apart works ...
3
votes
2answers
478 views
What has the most efficient intersection test against an AABB tree - OBB, Cylinder or Capsule?
I'm currently trying to find collisions in 3D between a tighter volume than an AABB and a tree of AABB volumes. I just need to know whether they are intersecting, no closest distance or collision ...
2
votes
1answer
314 views
Collision detection between a bunch of AABB
I have a lot of AABB bouncing on the screen. Doing collision/response between 2 AABB is fairly easy, but how do you handle this when you can be pulling AABB's apart but making them getting into ...
3
votes
3answers
3k views
Bounding box of a rotated rectangle (2d)
I can see this has been asked before in various ways. I am struggling to work it out though hence asking again.
2d sprite that moves and rotates. I'm looking to contain it in a bounding box as it ...
2
votes
1answer
773 views
Movement and Collision with AABB
I'm having a little difficulty figuring out the following scenarios.
In scenario A, the moving entity has fallen to (and slightly into the floor). The current position represents the projected ...
22
votes
4answers
2k views
Momentum and order of update problems in my physics engine
This question is a "follow-up" question from my previous one, regarding collision detection and resolution, which you can find here.
If you don't want to read the previous question, here's a ...
