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.

learn more… | top users | synonyms

1
vote
0answers
293 views

Why does drawing bounding boxes disable my other shaders? [closed]

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. ...
3
votes
1answer
2k 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 ...
6
votes
3answers
6k 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
102 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
10k 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 ...
1
vote
2answers
1k 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
595 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
177 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
847 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
1k 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 ...
8
votes
2answers
5k 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
7k 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
1answer
11k 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 ...
38
votes
8answers
42k 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.