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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Invalid AABB aabb

Invalid AABB aabb UnityEditorInternal.InternalEditorUtility:CalculateSelectionBounds(Boolean, Boolean) I've got this error when I place any convex mesh collider in scene. What does it mean? Game ...
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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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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 ...
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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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objects bouncing off of each other as collision response

At the moment, how I solve collision between 2 objects looks like this: (all the data of the objects is stored in float arrays, since its OpenCL) float impulseX = mass[id] * vel[id3 + 0]; float ...
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AABB in OpenCL not working correctly

I have this really simple OpenCL kernel. The values get in correctly and get out correctly. So the error must be somewhere in the kernel. All the parameters are float arrays. pos rot vel and aPos aRot ...
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Model / Mesh Constructing OBB

Recently I started to implement simple bounding volumes in my Engine. So far I have implemented a Sphere and AABB, also I implemented simple ray-intersection methods for those two volumes. But I am ...
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Hard time implementing AABB collision into a platformer

I have AABB collision working fine. The problem is I can't get it to work with a platformer style game. The collision makes the player move a bit static when colliding and the gravity wont work with ...
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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 ...