The tag has no wiki summary.

learn more… | top users | synonyms

-1
votes
1answer
82 views

Smooth radial collision

I'm trying to make collisions smoother in my game. Currently, entities will stop completely when they collide with an obstacle. I saw the following article recently: ...
0
votes
1answer
65 views

How do I get a SphereCollider's global origin in Unity?

I've been following this tutorial: Understanding Steering Behaviors: Collision Avoidance but I'm having trouble implementing one of the functions correctly in Unity, here's the code: private ...
1
vote
1answer
67 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
1answer
332 views

XNA 3D Unable to Position Bounding Sphere

I have a collision method which seems like it would work, and it does, but the bounding sphere is always at 0, 0, 0. How do I fix this? Any more code and or details are avaliable upon request. Any ...
4
votes
4answers
389 views

Wall penetration

I have a terrain with geometry that is fairly ridged. I needed to make sure the player didn't enter the world geometry, so I used sphere-triangle intersections (after narrow down of which tris to ...
1
vote
1answer
205 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 ...
1
vote
2answers
294 views

Simple Bounding Sphere Calculations for 2d game

I'm writing a 2d game and have a question regarding the use of bounding spheres. I'm kind of OK with the math, but I'm confused about one thing. To work out the distance between the 2 centre points ...
1
vote
1answer
846 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). ...
1
vote
2answers
447 views

Transforming bounding spheres

When testing bounding spheres as part of the collision detection process, I'm using this method: public static BoundingSphere TransformBoundingSphere(Matrix m, BoundingSphere b) { var ...