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.

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1
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2answers
395 views

Sprite collision with color?

Is this possible? To elaborate, I am making a PacMan offshoot. Essentially it is a "zoomed in" version of the game, but the board is randomly generated. I have 11 .png files each to be used as a ...
0
votes
0answers
51 views

Organization of world/eye/clip bounding volumes for ray picking

I currently have objects defined in world coordinates and also other "overlay" type objects defined in eye or clip space. I want to be able to select objects (ray picking) from both the overlay or ...
0
votes
1answer
45 views

Calculate an approximate distance between two rigid bodies or OOB

Is there any easy way to get an approximate distance between two OOB? I searched around and people talk about GJK algorithm, however I don't see it returning the distance between two convex objects ...
2
votes
1answer
70 views

Wall-sliding Collision Response Only Works On One Axis (2D)

"sprite" is the player object, velocity is a Vec2 that tracks movement (is set to -1, 1, or 0 at any given time), each sprite in "sprites" is a wall of the same size as the player (everyone is a block ...
2
votes
2answers
126 views

Determine percentage of screen covered by an object without using frustum culling

On the CPU-side of an 3D first-person / ego perspective game I need to check whether what the players currently sees on screen is the inside of a box object defined by world space coordinates (the ...
8
votes
4answers
9k 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 ...
0
votes
1answer
48 views

How to resolve OBB collision penetration?

I would think this is a common issue, but I couldn't find an answer that helped me. Help would be appreciated. In my game I have rectangular objects. They have rotating bounding box, aka not AABB but ...
1
vote
0answers
51 views

How to Calculate K-Dops Faster

Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
0
votes
0answers
40 views

Mouse RayCast quadTree in XNa

Hallo i have quadTree terain and every quadNode have BBox.I have made function to return center of hitted quadNode BBox. But it's returns my bad calculations..... I have pitchedYawRoll camera ,it's ...
1
vote
1answer
66 views

Calculate diameter of sphere large enough to encompasss a frustum

I'm attempting to speed up box-to-box collision checks by first testing if two spheres large enough to encompass each (respectively) would collide (because I'm using separating axis theorem and it's ...
0
votes
0answers
59 views

Trying to get an object to move back and forth on collision between two collidable objects

Im trying to get a box object to hit a collidable wall on the right and when it hits it move left and hit the left wall and switch back and so on and so forth. Im having trouble with this because ...
1
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0answers
54 views

Setting up 3d Collision for Primitive shapes

Im having some trouble understanding how to set up collision detection between my first person camera and my primitive shapes which are made using the vertex buffer. Do i give my camera a boundingBox ...
0
votes
1answer
91 views

How to retrieve a cube collision by faces

I work for a while on a minecraft game (voxel). I am front a problem for a long time about the collision detection. I want recover the cubes collision from my highlighted black's cube like on the ...
1
vote
0answers
85 views

How calculate a new node after cutting a node into an octree

I'm working on a small XNA game, voxel-based like minecraft. I've recently faced a problem in how to delete a node (cube) from an octree and re-calculate the new octree afterward. I have already ...
0
votes
1answer
136 views

Bounding Box in Monogame for mouse picking - Ray perspective

My mouse ray is screwing up precision. I don't really know how to fix it, maybe you guys can help. problem : (5.6mg gif) https://www.dropbox.com/s/v0z67afso88hsd1/perspective_ray.gif how i create ...
0
votes
2answers
82 views

How to get all points within a box?

What is the fastest way to get all of the points within a bounding box? If I had an ArrayList<Point>, and they weren't mapped to coordinates, would I have to loop through every point to see if ...
3
votes
1answer
96 views

What is an axis aligned integer bounding box?

In this paper, in the Distance field computation section, it says that an axis aligned integer bounding box of a Prism has to be calculated. Can someone explain what an axis aligned integer bounding ...
1
vote
1answer
199 views

Bounding Box in Monogame for mouse picking

Hello guys so I'm implementing this mouse manager to be able to pick up objects. My application uses mainly textured quads in 3d space. I'm using bounding boxes in monogame to do so, however my ...
2
votes
1answer
136 views

How do I rotate a bounding box together with a sprite?

I have a game object with a sprite that can rotate. It's a rectangle. I need its bounding box to rotate with it. How do I make sure that they can both rotate, but they're always both at the same ...
1
vote
1answer
147 views

Bounding volume hierarchy for outdoor scenes

I started with a very simple graphics engine a few weeks ago and I have finished a simple scene-graph and I am now at a point where I need to create a bounding volume hierarchy. I never really ...
0
votes
0answers
35 views

Bounding box should rotate - Skews instead [duplicate]

I have a method to rotate a sprite's bounding box around the center of the sprite (the sprite rotates and I need the bounding box to rotate with it. The sprite is rectangular). Instead of being ...
0
votes
1answer
138 views

How to place an object so that it does not overlap the objects in my scene?

In my game, the user has to click at a point to place an object (mesh). I can cast a ray and find the horizontal point where the object can be translated and then attached to rootNode to display it. ...
31
votes
8answers
29k 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.
1
vote
0answers
266 views

How to identify whether the boundingvolume intersects with walls or floor when it doesnt return normals?

My game in jMonkey is the kind that use will have to place objects in a scene (which consist of walls and slabs and floor). All my models are centered at origin. When the user click a point I use ray ...
2
votes
1answer
517 views

LibGDX Scene2D event handling and bounding box relative to the center of a TextureRegion

I'm experimenting with Scene2D to see if it fits fot the game I want to develop. Say I have an Actor with the origin in the center of its TextureRegion. My setup method contains this code: float ...
1
vote
1answer
134 views

Matrix transforms in XNA

So in my most recent 2D game I draw objects like so. _spriteBatch.Draw(_sprite, Center(), null, Color.White, _rotation, new Vector2(_sprite.Width / 2, _sprite.Height / 2), _scale, ...
1
vote
2answers
188 views

Why would you use a negative value for Bounding Box?

I have the following code I'm working with in XNA from the book Professional XNA Programming. It's just pong on a 2d screen plane. We use bounding boxes for collision detection. I'm just having ...
1
vote
1answer
199 views

How to calculate the Screen Position of a bounding sphere/box?

Synopsis: What I have is an object rendered on the screen. I need to calculate the top-left / bottom-right of it's location on the screen in Screen Coordinates. Explanation: The object is ...
2
votes
1answer
623 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" ...
8
votes
3answers
631 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
382 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
229 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
60 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?
6
votes
1answer
10k 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 ...
2
votes
1answer
137 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 ...
0
votes
1answer
669 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 ...
0
votes
2answers
166 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
171 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
828 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
710 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
528 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 ...
2
votes
1answer
2k 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
352 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 ...
5
votes
2answers
269 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 ...
1
vote
2answers
2k 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 ...
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 ...
1
vote
0answers
283 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. ...
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
5k 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
3answers
8k 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 ...