The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial an coarse check for which parts of a 3D scene to include for rendering or collision detection.
-1
votes
0answers
19 views
Checking collision between Rectangle and Shape
In my game the player uses a Rectangle for his bounding box, he can do this because I only need to rotate the player image and not the acctual rectangle but for a eletric beam that one of the bosses ...
7
votes
3answers
199 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 ...
1
vote
1answer
69 views
Detecting collision with a 3D array of boxes
I am at the stage of my development process where I want to implement collision. Now I can think of a simple way of doing it, if the camera's x, y or z are inside the position of a certain cube then ...
0
votes
1answer
78 views
Bounding Boxes and XNA
So heres some straight up code for you:
BoundingBox b = new BoundingBox(
Vector3.Up + Vector3.Right + Vector3.Forward,
Vector3.Down + Vector3.Backward + Vector3.Left);
BoundingBox bb = new ...
-7
votes
2answers
43 views
How do i create a Xna 4.0 Creating BoundyBox [closed]
I understand what other people have done and when creating it myself it just seems to go wrong or the version is different so doesn't work in first place. Any easy code for this?
0
votes
1answer
172 views
Creating A Bounding Box around each item in a list XNA 4.0
I have asked a similar question before except i am more experienced and have more understanding of XNA. I have bullets that shoot whenever you press RightTrigger. I am having trouble though creating ...
2
votes
1answer
81 views
Is there a fully featured OBB class for Ogre3D? [closed]
Is there a fully featured OBB (Oriented Bounding Box) class for Ogre3D?
I don't think there is one by default but I am looking for an alternative which has all the features of the AxisAlignedBox ...
2
votes
1answer
277 views
How to calculate collision normal between two AxisAlignedBox's?
I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's.
I am checking for collisions using the "intersects" ...
1
vote
1answer
176 views
Need a bounding box for CCSprite that includes all children/subchildren
I have a CCSprite that has CCSprite children, and those CCSprite children have CCSprite children.
The contentSize property doesn't seem to include all children/subchildren, and seems to only work for ...
0
votes
2answers
139 views
Why does this collision detection & resolution code only work for one side?
I am having a bit of trouble with my collision detection. It only works correctly for the right side, meaning, if I enter the tile from any other side, it brings me to the right side.
Here is my ...
2
votes
2answers
141 views
Typical collision detection
I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks ...
1
vote
1answer
299 views
Unity3d: Box collider attached to animated FBX models through scripts at run-time have wrong dimension
I have several scripts attached to static and non static models of my scene.
All models are instantiated at run-time (and must be instantiated at run-time because I'm procedural building the scene).
...
2
votes
2answers
378 views
Checking if an object is inside bounds of an isometric chunk
How would I check if an object is inside the bounds of an isometric chunk? for example I have a player and I want to check if its inside the bounds of this isometric chunk.
I draw the isometric ...
1
vote
1answer
248 views
Please help with bounding box/sprite collision in darkBASIC pro [closed]
So I just recently learned BASIC and figured I would try making a clone of pong on my own in darkBASIC pro, and I made everything else work just fine except for the part that makes the ball bounce off ...
1
vote
1answer
1k views
Resolving bounding box collision detection
I'm working on a simple collision detection and resolution method for a 2d tile-based bounding box system. Collision appears to work correctly, but I'm having issues with resolving a collision after ...
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 ...
4
votes
2answers
185 views
Are bounding volumes created by artists?
I'm interested in where in the tool chain bounding boxes are created. Are they made by the artists? In the modeling tool? How are they exported? Can Maya/3DS Max/Blender/... mark geometry as bounding ...
5
votes
3answers
3k views
OBB vs OBB Collision Detection
Say you have two Bounding Box Objects each of them storing the current vertices of the box in a vector with all the vertices of the object rotated and translated relative to a common axis.
Here is an ...
1
vote
2answers
1k views
3d bounding Box border xna
So, I'm trying to develop a 3d table tennis game, and I'm having problems when it comes to colliding the ball with the table. I have a bounding sphere for the ball and bounding box for the table, but ...
0
votes
0answers
211 views
Why does RayIntersect return wrong values?
I'm trying to implement Object picking. My BasicModel.cs has a function:
public bool CheckRayIntersection(Ray ray)
{
//Where aabb is the BasicModel's BoundingBox
if ...
1
vote
0answers
250 views
Why does drawing bounding boxes disable my other shaders?
I have some .X models loaded via self-written AssetManager that has Lists with models in it. I also apply a diffuse shader to my models. All the models are "self-drawing" in a BasicModel class.
...
2
votes
1answer
1k views
How to “swing” bounding box and update collision for sprite swinging a weapon?
I have a simple question about sprite swinging weapons. I am making an RPG and would like something other than stabby-swords, so why not swinging swords?
I have a bounding rectangle for them, and the ...
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 ...
0
votes
1answer
73 views
Is there a testing framework for bounding volume classes?
This may be a long shot, but is there a small framework out there anywhere for testing custom bounding classes and other collision objects? (for example between rays, spheres and AABB's)
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 ...
0
votes
2answers
809 views
BoundingBox created from mesh to origin, making it bigger
I'm working on a level-based survival game and I want to design my scenes in Maya and export them as a single model (with multiple meshes) into XNA.
My problem is that when I try to create Bounding ...
3
votes
2answers
468 views
Problem with bounding box in model space and intersection with ray
I have a bounding box in model space and I want to intersect it with a ray. I have tried to transform the ray like this. Rotating and scaling works well, but transition does not.
Here is my code:
...
0
votes
2answers
135 views
Volume that encompasses the whole scene?
I'm thinking that the straight-forward way would be to just iterate through the objects and just find the maximum and minimum coordinates on each axis, but this seems a little bit unoptimal.
Is there ...
4
votes
3answers
568 views
Building dynamic bounding box hierachies
I've been reading about collision detection and I saw that the first part was a coarse detection which generates possible contacts using bounding box hierarchies.
I understand the concept of ...
2
votes
1answer
763 views
How do I determine the collision normal in an axis aligned bounding box collision?
I have a 3d moving box and a stationary box. I can detect collisions ok but now I would like to slide the moving box against the stationary box as a collision response. For this I need the normal of ...
7
votes
2answers
3k views
2D object-aligned bounding-box intersection test
I have two object-aligned bounding boxes (i.e. not axis aligned, they rotate with the object). I'd like to know if two object-aligned boxes overlap. (Edit: note - I'm using an axis-aligned bounding ...
5
votes
4answers
4k views
2D AABB collision response
I'm making a simple platformer, and I wanted simple collision handling. So I gave all my objects an AABB hitbox and tried to resolve collisions. However, I can't get it to work.
My main character has ...
6
votes
2answers
9k views
How do i create bounding boxes with XNA 4.0?
I am having some trouble making bounding boxes for my models I am using within XNA 4.0. The way it was done in XNA 3.1 seems to be obsolete as you can no longer access parameters that were used before ...
22
votes
10answers
9k views
What is the fastest way to work out 2D bounding box intersection?
Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.

