-1
votes
1answer
58 views

Algorithm behind targeting mechanism used by the player characters in Bionic Commando and Just Cause

In Bionic Commando (2009) and in Just Cause 2, the player's character is able to target, using a "hook based one arm mechanism" almost anything and is able to propel itself to it and perform several ...
0
votes
0answers
98 views

How to predict encounters between a ship and a body's sphere of influence in 2D

Long time listener, first time caller. I'm making a little hobby game in XNA, its about transport ships in space, analogous to container ships at sea. There are to be AI ships and player controlled ...
2
votes
1answer
113 views

Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]

My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
-1
votes
1answer
151 views

simple escape algorithm: enemy escapes when hero approches

I need some clues on a "escape" algorithm. My scene a 2D rectangle (0,0,1000,1000) I have enemy sprites on this scene. They are immobile until distance from hero <100. If distance<100, enemy ...
0
votes
0answers
272 views

What is the best way to implement collision detection using Bullet physics engine and a track generated from a curve?

I am developing a small racing gam, the track is generated from a curve. As said above, the track is generated, but not infinite. The track of one level could fit with no problem in memory and will ...
5
votes
2answers
301 views

What's the reason behind collision-boxes?

I was surprised that some games use extra models called collision-boxes for collision. What is the benefit of doing so? Can't we calculate collisions between the vertices of any game model? Is this ...
2
votes
4answers
2k views

2D Collision in Canvas - Balls Overlapping When Velocity is High

I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the ...
4
votes
1answer
494 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 ...
4
votes
2answers
877 views

Bounding boxes in octrees

I've seen that octrees are often used for things like frustum culling and collision detection in 3D. But I'm just not sure how the algorithm works at all. Surely the whole principle of the octree ...
6
votes
4answers
1k views

Is there a way to increase the collision check efficiency of a system of n objects?

I'm making a game that consists of many onscreen objects, one of which is the player. I need to know which objects are colliding every iteration. I made something like this: for (o in objects) { ...
4
votes
1answer
176 views

In the GJK algorithm, when is a point ever closer to the origin than a line?

The GJK algorithm depends upon a function in its loop that updates the simplex and search direction for the next iteration (which is often called something like DoSimplex() or ProcessSimplex()). In ...
5
votes
3answers
3k views

Efficient Tile-based collision detection for a lot of squares?

currently I am working on my own take of a tile-based game (think Terraria, but less fantastical (I think that's a word? Sorry if it isn't)). Anyway, I currently have collision detection working ...
3
votes
1answer
531 views

How does double dispatch help collision detection?

There are a few specific techniques to test if one object has hit another object in a game. One of them is called "double dispatch." Can someone explain what double dispatch is, and how it can be used ...
6
votes
2answers
310 views

Is it possible to have concurrent collision detection where every entity acts at exactly the same time?

There are many algorithms that can be used for collision detection. In many cases we check for an overlap in coordinates of an entity. If we make a triangle a,b and c. We have 2 entities at a and b ...
2
votes
2answers
391 views

Best way to traverse triangles in a mesh

I'm implementing non-projective decals. As described in many places (ie: lengyel in the gpg2) I first need to detect all triangles that lie within some sort of frustum. Besides obvious brute-force ...
8
votes
1answer
429 views

Are there well-known algorithms for fitting a polygon to an arbitrary shape?

I'm using the Chipmunk physics engine to make the levels for a 2D C game. I'd like to be able to fit a polygon to an arbitrary shape to serve as the collision mask. Given a black and white collision ...
8
votes
3answers
887 views

How to find 2D grid cells swept by a moving circle?

I'm making a game based on a 2D grid, with some cells passable and some not. Dynamic objects can move continuously, independent of the grid, but need to collide with impassable cells. I wrote an ...
3
votes
1answer
531 views

Breakout clone, how to handle/design for collision detection/physics between objects?

I'm working on a breakout clone, and I wish to create some realistic physics effects for collision - angles on the paddle should allow the ball to bounce, as well as doing curve balls etc. I could use ...
3
votes
3answers
1k views

Collision detection of convex shapes on voxel terrain

I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are ...
13
votes
1answer
5k views

Quad tree vs Grid based collision detection

I'm making a 4 player co-op r-type game, and I'm about to implement the collision detection code. I've read a lot of articles and stuff about how to handle collision detection, but I'm having a hard ...
1
vote
2answers
369 views

How to allow character to keep moving after it hits a wall

I am developing an iPhone game. There is a fountain that the user should not be able to walk through. Now, this question is about checking circle-point collision or anything like that. I am checking ...