The determination of whether or not two or more entities make contact with each other during gameplay.

learn more… | top users | synonyms (2)

-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 ...
0
votes
0answers
11 views

Android cocos2d getting collision detection to work only on some frames of animation

I have an animated bomb sprite in my game and use CGRect for collision detection: for (CCSprite bomb : _bombs) { CGRect bombRect = CGRect.make(bomb.getPosition().x - (scaleFactor * ...
3
votes
0answers
46 views

Is it possible to get the colliding sides using the separating axis theorem?

The title says it all, is it even possible to get the colliding sides? I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
-2
votes
1answer
47 views

andengine Tower Defence game - Enemy<-Weapon interaction

What is the most correct from the performance point of view - algorithm of interaction between Enemy and Weapon(bullet maybe more correct here) ? Should every sprite every single bullet check for ...
0
votes
0answers
54 views

Collision between the player , stairs, ramps etc

i am making a game 2D in XNA 4.0. I have already made gravity , animations and the jump. Now i need the collision between my character and the objects (obstacles , stairs etc.) How can i do that? ...
1
vote
2answers
67 views

When to detect and respond to collisions?

I've usually implemented collision detection like this in the past: Move entity Check if it collides with anything Resolve the collision by moving it back That's also the approach employed by most ...
-1
votes
1answer
56 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 ...
7
votes
3answers
192 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 ...
2
votes
0answers
55 views

Detect collision in Blender

I am trying to write a Python function for Blender(2.66) game engine, that permits me to detect collision between two objects. I tried to read the documentation, but it's very confusing, and I don't ...
0
votes
1answer
104 views

How do real-time games like starcraft 2 and league of legends transmit and broadcast data during play? [closed]

How do real-time games like starcraft 2 and league of legends transmit and broadcast data during play? Is all real-time data transmitted to and from the server in udp packets? Do users directly ...
0
votes
2answers
98 views

C# XNA AABB vs AABB collision resolution, AABBs ghost through each other

I've been learning a bit of collision resolution through a tutorial here and I can't seem to get the AABBvsAABB resolution working, I have CirclevsCircle and AABBvsCircle resolution working with the ...
0
votes
1answer
74 views

My logic in collision detection in diagonal code correct? [closed]

I made this code to detect collision from the diagonal(top left). I'm trying to find the problem on what I'm doing wrong. Is it necessary to have a diagonal collision for the wall? Player class: ...
-1
votes
1answer
180 views

How was traditional 2D collision detection/resolution being done? [closed]

Just out of pure curiosity, I'm wondering how classic 2D games of the 80s/90s (The Legend of Zelda, Super Mario, Warcraft, ...) approached collision detection/resolution. For some reason I can't ...
3
votes
3answers
120 views

XNA Collision is quircky/wobbly, how to improve?

I am sorry if this was already answered but I couldn't find the answer. So I am doing a tile based platformer and when I was making collision I had quiet a struggle I looked here and googled for ...
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 ...
1
vote
1answer
89 views

Rectangle collision is not working correctly [closed]

I have difficulties with the rectangle collision. My character can go through the right side and through the bottom of each platform rectangle. I guess their is a mathematical problem with the ...
0
votes
0answers
30 views

Need help with collision with player and tiles XNA [closed]

I have a player collision with the rectangle size 16x32 and the tiles are in 16x16 sizes. I have a problem checking collision with player touching 2(or more) tiles ontop of each other. My code works ...
0
votes
0answers
50 views

Collision detection issue on 2D game engine with isometric game graphics [duplicate]

Let me first show you an example of issue so you'll see the problem. http://i.imgur.com/dTxJIN7.jpg The player object has red colored collision borders. Since I'm using an 2D engine, his head ...
-1
votes
0answers
36 views

Logic flow of rectangle to N-rectangles collision [closed]

I have a really hard time here figuring out the error in my program. My code only works in 2 rectangles but if I increment number of rectangle, stricken of movement, don't work at all, such as, when ...
1
vote
1answer
58 views

how to detect when a character is walking on an item in java

I just want to know if there is a way in java to detect when the character is on an item on the floor without without verifying if every items on the map contains the character or vice versa in every ...
0
votes
1answer
56 views

Differences between Overlap and Intersection testing?

I have heard of techniques such as overlap testing and intersection testing for collision detection and collision resolution. I looked up on the two techniques, but I don't see what differences they ...
-1
votes
1answer
62 views

Breakout style ball-paddle bounce, error at corner

I am trying to make a breakout game where you have a paddle and a ball bounces around breaking bricks. The problem is that if the ball touches the corner of player it goes inside of player. I change ...
1
vote
2answers
67 views

Mapping of positions on images in different frames

I am looking for a possibility to map different positions on a 2D Image which has different frames. Let's say I have an image, consisting of three frames, which shows a spaceship. The first frame ...
-3
votes
0answers
48 views

Bullet not return when player shoot to any object [closed]

package com.example.game4; import java.io.IOException; import java.util.Iterator; import java.util.LinkedList; import javax.microedition.khronos.opengles.GL10; import ...
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 ...
0
votes
5answers
407 views

Collision detection logic

Edit 2 In the following picture sprite1 (the red square) is hitting the platform from the left, so: sprite1_rightEdge>platformSprite leftEdge would be true, so I can simply reposition ...
-1
votes
0answers
52 views

AS3: Handle collision with ground. Velocity's and hitTestObject() [closed]

I'm working on a sidescroller game but i'm having issues with my screen region and collisions. I will just stick to 1 problem because once this is fixed i can probably also fix my screen so it scrolls ...
1
vote
0answers
111 views

How can I implement collision for a “pseudo-3D” game?

I'm looking for high level implementation details, not specifics. I've worked with bounding boxes before in some 2D games, but I'm currently tackling a "2D + depth" (2.5D?) style game along the lines ...
0
votes
0answers
73 views

Irrlicht collision with a invisible mesh [closed]

I'm writing a Final Fantasy-like game engine, with 2D backgrounds and 3D models with Irrlicht. To calculate collisions with the objects in the background I use a invisible mesh like this: I have ...
0
votes
1answer
48 views

Implementing Frame of reference for physics calculations

How would I alter physical calculations to account for frame of reference of a physical body? Currently I have a world that is a collection of rigid body objects that act on each other. There is no ...
1
vote
1answer
105 views

relationship between eye height and collision body in UDK

We are using the UDK in a research lab setting so we must understand exactly how tall users feel in the virtual world (camera position). By Googling and digging through code, we have discovered the ...
1
vote
1answer
65 views

How to predict future location of a Car in a Navigation Mesh based pathfinding system?

I am developing a car based shooting game in which the Cars have to shoot each other 3/4 times and eliminate it from the game. I am trying to develop the AI for my cars now. The problem is how can I ...
0
votes
1answer
119 views

Is there a “box2d without physics” lib (only for collision detection)?

Box2d Collision detection algorithms are probably the best ones out there. Unfortunately, they are bundled together with a realistic physics engine that I don't need. Is there an open source project ...
4
votes
1answer
126 views

Automatically generate low detail collision meshes

I lately integrated Bullet Physics into my little game engine, but for now I only use basic shapes as spheres or boxes for collision checks. For more realistic physics I need collision meshes for all ...
0
votes
0answers
43 views

Android: Switch(swipe) places on two images [closed]

I have two images next to each other and I want to switch their places with a swipe. I made collision detection but I don't now how to swipe and change their positions. I'm really new at this, so ...
-7
votes
1answer
56 views

XNA 4.0 3D Collision question

Which collision should I use for doing slope models?
0
votes
1answer
105 views

Recommended collision response needed [closed]

In my game, I have Player class Enemy class Wall class GameComponents class ( Which is the base class for Player, Enemy and Wall) The rules are Enemy chase Player, if collided with Walls, ...
4
votes
3answers
161 views

Fast method of detecting whether point is inside mesh

I'm trying to construct a 3d object from a large number of particles. I think this is called BVH (Bounding volume hierarchy). I figured the best way is to draw the particles inside the mesh, then let ...
0
votes
1answer
99 views

Help with AABB collision detection [closed]

making my first attempts at implementing AABB collision. I got it to work...kinda. I've run into an odd issue I cant seem to fix. Basically when the objects overlap, I push one out. The pushing part ...
1
vote
1answer
123 views

Object Detection

I'm building a collision system for my 2D game, broadphasing (sweep and prone + pair detection) works. But I don't know how to separate pickup objects, tiles and the player from each other. My ...
2
votes
1answer
117 views

How to do 2D Raycasting on a slope

I have a 2d platformer game where my slope can be set at any angle, so I've setup a middle raycast that points to the ground onto the player to handle the collision. This works perfectly fine on a ...
3
votes
2answers
72 views

Sperating axis test glitch help

I'm working on a pretty basic 2d platformer and I'm wondering if I could get advice on an issue I've run into. To keep collision detection simple I'm using AABBs and separating axis tests for ...
1
vote
1answer
139 views

How can I make it so that my player object doesn't penetrate world collision when I'm holding down movement keys in that direction?

Right now I have a player object and an obstacle, both with bounding box rectangles around them. The issue is that when my player runs into this obstacle, as long as I'm holding down the movement key, ...
1
vote
3answers
207 views

Whats an elegant implementation for 2D collision detection in a block based game?

to make things clear, i do not want to know HOW to implement collision detection mathematically. What i am looking for is an elegant way to check for collisions without having to manage seperate lists ...
3
votes
2answers
240 views

How Does Ultima 7 manage different floors in 2d

In U7, you can move among floors without the function "tranport" the player to another place, as for example the first ff ones. How can it tell whenever the character is moving from floor z to ...
0
votes
0answers
61 views

How to manage multiple objects for a tile based game for collision?

So I'm making the tile-based 2D sandbox platformer...thing to get an idea of how to manage different elements of coding games. Currently I'm at the point where my collision system works fine for a ...
2
votes
3answers
352 views

Pong collision detection

I am making Pong... again. Anyway, the collision detection. In the past, I had gotten it working, but it used a bunch of globals, and other nasty things. This time, I am trying it where I have a ...
6
votes
2answers
154 views

Determining which line to collide with

I am making a platformer, where my player is represented as a circle and the ground is represented as lines. The actual collision detection and resolving works, it's just an edge case I can't find a ...
1
vote
0answers
155 views

Love2D : How can I keep up with lots of small sprites' collision data?

So I'm using a SpriteBatch to keep up with lots of small pieces for a falling-piece puzzle game. I have an array of Quads (for different color blocks), and they are randomly added to the ...
-1
votes
2answers
98 views

Jittery effects with collisions [closed]

I have been having some problems with my coding lately. I am trying to create a platform-based game and I have been having some troubles. A friend of mine said that some update functions are out of ...

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