2
votes
3answers
80 views
Determining which edge a collision occurred on in a platformer
First of all, this will be Open Source, and you will be mentioned for the help.
We've been programming a Super Mario Remake for the iPhone with Cocos2d for school.
It looks pretty great, and we ...
10
votes
4answers
218 views
+200
Hexagon collision detection for fast moving objects?
A object has a position and a speed vector. Usually only the position is used to check if two objects collide, this is problematic for very fast moving objects as it can happen that the object moves ...
3
votes
0answers
49 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 ...
1
vote
2answers
68 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
57 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 ...
-1
votes
1answer
183 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
123 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 ...
0
votes
1answer
57 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
0answers
55 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
votes
1answer
121 views
Pixel perfect collisions for platforms
i'm trying to do a pixel perfect collision but i don't know how to handle collisions when there is a jump . Here i have one image of a sample map:
But maybe I've done a bad supposing all pixel like ...
-1
votes
2answers
98 views
Tile Based Collision Checking In Java?
I have my map stored in 2 arrays:
Tiles : Tile names
TileTypes : SOLID or BASIC
I want to be able to walk through BASIC Tiles (Like ground tiles).
But not the SOLID Tiles (Like wall tiles).
I ...
3
votes
1answer
79 views
Collision Response: game character vs. density function
Introduction
I am working on my own "novelty" game-engine project, where the world is represented by a continuous density function. It has only one interface, a function that returns the density at a ...
2
votes
1answer
113 views
Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]
My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
1
vote
1answer
222 views
How to detect screen boundary using AndEngine GLES1?
I am using the AnalogOnScreenControl to move my sprite around the screen. I would like to restrict the sprite so it can not move outside the screen boundaries.
I have tried putting a line at the ...
1
vote
1answer
289 views
2D tile-based collisions: using different methods by tile?
I'm trying to write a collision handling method that handles each of the 9 potentially colliding tiles (the player's and the 8 around him) differently according to a "CollisionType" value attached to ...
0
votes
1answer
89 views
Collision in PyGame for spinning rectangular object.touching circles
I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision ...
12
votes
3answers
607 views
Resolving a collision with forces
In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position.
Doing this "pushes" the first AABB ...
1
vote
2answers
157 views
Find the Contact Normal of Rectangle Collision
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given.
Basically, I have two rectangles (AABBs) that ...
2
votes
2answers
99 views
Meaning of offset in pygame Mask.overlap methods
I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges.
It's a ...
1
vote
1answer
87 views
Confusing with an articles wording on Clamping a Vector2
I have been reading an article on Collision Detection and how to resolve it.
http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/
In the section describing an AABB vs Circle, ...
3
votes
2answers
329 views
XNA 4.0 / C# Collision Response
Okay, this is really starting to annoy me.
First of all, detecting collisions is nice and easy. I have a list of tiles,
and a player. The player and each tile have their own rectangles. (The tiles ...
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 ...
-1
votes
2answers
162 views
My 2D collision code does not work as expected. How do I fix it?
I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL.
The tiles are in a bmp file, but each tile inside it corresponds to an internal ...
3
votes
1answer
204 views
Collision resolution - Character walking on ascendent ground
I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not ...
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
303 views
How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this ...
7
votes
3answers
403 views
Collision Detection Game Design and Architecture
I've reading some articles about collision detection. My question here is about ideas on the design for it.
Baically I have a C++ game that has a main loop with entities with an update method. Based ...
1
vote
1answer
451 views
2D OBB collision detection, resolving collisions?
I currently use OBBs and I have a vehicle that is a rigid body and some buildings.
Here is my update()
private void update()
{
camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ...
-2
votes
1answer
217 views
XNA 2D vehicle wall collisions
I am attempting to implement collisions for my truck game, where the truck can drive around the world and hit walls surrounding the level and various randomly placed walls within the level. I am able ...
2
votes
0answers
232 views
Circle vs Edge collision detection / resolution
I made a javascript class Ball.js that handles physics interactions betweens balls as well as painting.
In the v1.0, the ball vs ball collision detection and resolution is well handled.
In the next ...
3
votes
1answer
664 views
Circle-Rectangle collision in a tile map game
I am making a 2D tile map based putt-putt game.
I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
2
votes
1answer
258 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
3
votes
3answers
160 views
Collision and Graphics integration
I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good ...
3
votes
2answers
618 views
Circle-Rectangle collision resolution
I have a non axis aligned rectangle, like a car, in my game. I have to check and resolve the collision between the rectangle and circle, which is stationary.
I have found lots of ways to determine ...
2
votes
3answers
181 views
Collision organization problems
I just started playing around with c++ and some SFML. I'm going to create a 2D game with top view to test my ability and I came across a very big problem: collision detection and physics. So I see at ...
1
vote
1answer
143 views
How can I resolve collisions at different speeds, depending on the direction?
I have, for all intents and purposes, a Triangle class that objects in my scene can collide with (In actuality, the right side of a parallelogram).
My collision detection and resolution code works ...
4
votes
1answer
1k views
Collision with tile corners/seams in 2D platformer
There seems to be a lot of somewhat related questions answered already, but none I read answered my exact problem.
I have a 2D platformer whose world is made entirely out of tiles that are in a ...
3
votes
2answers
333 views
Collisions between moving ball and polygons
I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want.
I am developing a 2D ...
3
votes
1answer
349 views
SAT and then what?
I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on ...
3
votes
3answers
1k views
Implementing Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
I was following codezealot's tutorial on SAT and MTV and trying to implement it myself but I've come a cropper when it comes to getting the correct MTV. Here is my example: (Cue pretty pictures...)
...
3
votes
2answers
605 views
AABB > AABB collision response?
I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with ...
8
votes
4answers
972 views
Collision rectangle response
I'm having difficulties getting a moveable rectangle to collide with more than one rectangle.
I'm using SFML and it has a handy function called intersects which takes 2 rectangles and returns the ...
3
votes
1answer
658 views
Resultant Vector Algorithm for 2D Collisions
I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
0
votes
2answers
2k views
Breakout collision using 2D Rectangles?
Here is my code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
namespace BreakOut
{
class Field
{
public static ...
6
votes
5answers
662 views
Need some advice regarding collision detection with the sprite changing its width and height
So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
3
votes
1answer
552 views
Character jittering with this tile based collision code
I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
5
votes
2answers
1k views
Collision Detection, player correction
I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
7
votes
1answer
3k views
Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?
The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
1
vote
1answer
321 views
Why does my 2d collision and movement not work properly?
I'm trying to write(in c++ using sdl) a mario like game as in a tile based world with by pixel movement for the character and I've run into some problems I cannot seem to find the source of:
1.The ...
2
votes
1answer
195 views
Box 2d and really complex big shapes
I intended to use jbox2d for my project. But as I went deeper into it's manual I'd found out that it supports dynamic objects between 0.1 and 10 meters (if use scaling and assume that 0.1 is smallest ...



