5
votes
1answer
128 views

Self colliding cloth physics

I've previously simulated cloth using Verlet integration but couldn't successfully get the cloth to collide with itself in an efficient way. The reason being is because I used a brute force algorithm ...
2
votes
1answer
43 views

Is there a way to view all colliders in a unity project at runtime (after the game have been deployed)?

I'm have created a small Unity project but physics has weird behavior (bug). Unfortunately it only happens on some specific hardware (after build), not on development machine. I don't know what is ...
0
votes
1answer
36 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 ...
0
votes
2answers
108 views

Without using a pre-built physics engine, how can I implement 3-D collision detection from scratch? [closed]

I want to tackle some basic 3-D collision detection and was wondering how engines handle this and give you a pretty interface and make it so easy ... I want to do it all myself, however. 2-D ...
1
vote
0answers
38 views

Bullet Physics ConvexDecomposition?

I've looked at Bullet Physics ConvexComposition Demo and would like to implement that in my game but the code is so undescriptive and it's hard to understand what is going on. Would any of you people ...
0
votes
1answer
52 views

Load Meshes with Bullet Physics

I just started implementing some physics in my game with Bullet Physics and I was just wondering how would i use bullet physics to load in meshes. For my for DirectX I load in x files into a ...
1
vote
2answers
92 views

Unity - Across the wall

I have a problem here. I animated my main character and is working. It walks run and jump however it goes across walls and ground. As in every single video I watch in unity tutorials I put a ...
0
votes
1answer
113 views

Integration error in high velocity

I've implemented a simple simulation of two planets (simple 2D disks really) in which the only force is gravity and there is also collision detection/response (collisions are completely elastic). I ...
0
votes
1answer
123 views

Having issues with pong physics, is my approach wrong?

I've been working on a pong clone, i've made games in the past but they have all been very hacky. This time I was trying to go for a better approach in terms of using OOP or patterns. So far the games ...
1
vote
1answer
145 views

3D collision physics. Response when hitting wall, floor or roof

I am having problem with the most basic physic response when the player collide with static wall, floor or roof. I have a simple 3D maze, true means solid while false means air: bool ...
2
votes
2answers
73 views

Can I make a character solid but not lose non-physics behaviour?

My character can walk around in the world, but walks through other objects, for example a cylinder (stand-in for a cannon). To fix this I added a capsule collider to each of the character and ...
1
vote
1answer
100 views

2D Collision in JavaFX - Bad accuracy with .intersects()

I have several Shape objects - Circle, Rectangle and Polygon. I use the built-in .intersects(Bounds1, Bounds2) method to detect collision but it's quite inaccurate. Circle c1 = new Circle(20); ...
3
votes
1answer
102 views

How do you prevent AABBs from passing through each other?

I know what an AABB is, but I don't know how you would check for collision with an object that is going really fast. If an object goes fast enough, it can skip over other bounding boxes without it ...
0
votes
0answers
109 views

Polygon Collision Response

I'm working on a game engine that has a built in custom physics engine (I know it's a waste of time, but I have years to make this, so why not make it good?). Currently, with any number of polygons, ...
0
votes
1answer
33 views

Ground hitting system [closed]

I want to know how to make character hit ground and lose health. For example: when character is falling of one meter he losing only a small part of his health, and when he's falling of 10 metters he ...
0
votes
1answer
362 views

OBB Collision Resolution: Jittering with Long Rectangles

I have been working on a physics simulation module. Almost everything works properly, but I am having an issue, which I have demonstrated in the following video. http://youtu.be/2L17y9Lme0Q As you ...
1
vote
2answers
144 views

Collision Scenario, Detection and Response

I have AABB, BSphere, a Polygon Soup, a Triangle, a Plane, a Point and a Ray objects with a collision test that returns 'bool' if two objects collide or not. How can I use the above objects to ...
0
votes
1answer
284 views

Circle vs. Rect Collision accuracy problem

The blue ball is dynamic and is supposed to bounce off the walls, as well as the rectangle. Currently, the green rectangle is adding an invisible line to the scene, which doesn't let my ball go where ...
0
votes
2answers
208 views

Best collision shape for rooms

I'm wondering what is the most efficient collision shape to use with APIs like Bullet or Havok for rooms/interiors. Rooms tend to be boxes but are concave since the normals point inward which means no ...
1
vote
1answer
99 views

Adding Leniency to Jumping Mechanic

I have written some jumping code for my player in a platformer game. At the moment it has some basic logic which says that the player can jump if he is on the ground. The pseudocode looks something ...
0
votes
1answer
212 views

Performing intersection testing in world's or object's space?

Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh. Given that the ray is cast in world space and each mesh's node can track world ...
2
votes
0answers
163 views

Collision detection with an irregular curve

I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels: Now, some explanation is in order. The curve is defined by the red points. ...
3
votes
1answer
267 views

Simple 3D collision detection for general polyhedra

I have correctly set up a SAT system. I now need to determine a simple, fast, and general purpose collision detection mechanism to identify the collision points. These points will then be used to ...
8
votes
3answers
892 views

Are collision detection always O(n^2)?

Are physics engine able to decrease that complexity, for example by grouping objects who are near each other and check for collisions inside this group instead of against all objects ? (for example, ...
3
votes
1answer
206 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 ...
3
votes
2answers
268 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 ...
0
votes
5answers
1k 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 ...
0
votes
1answer
69 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 ...
0
votes
1answer
285 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 ...
5
votes
1answer
258 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 ...
2
votes
3answers
891 views

How should I calculate the new angle/direction of my ball hitting a wall? [duplicate]

I'm building a Pong game and I am stuck at how the ball should bounce when hitting a horizontal wall. I tried a few methods but none seems to work. So far I have an update method, which is called ...
0
votes
1answer
135 views

Gravity/collision problems: models jumping

I'm pretty new to Unity3D game engine and game development, so don't judge me strictly. I import a model of the rail track, add rigid body component (with mass 1 and use gravity flag) and box collider ...
10
votes
3answers
492 views

How to implement collision detection of portals?

For example, take this scenario (excuse my horrible drawing skills): This is based on "Portal", where the stickman is going through the blue portal (which is linked to the red portal), but there is ...
1
vote
0answers
960 views

Why do restitution values less than one still cause infinite bouncing in Box2D?

I'm currently trying to implement basketball bouncing into my game using Box2d (jBox2d technically), but I'm a bit confused about restitution. While trying to create the ball in the testbed first, ...
0
votes
2answers
84 views

Checking bounds of a quad

I want to know how would I tell if a quad touches another quad in my game built in Slick2D. I have a class that I named "Bounds" which has 4 "Point" objects which just store an X and a Y value and a ...
4
votes
1answer
258 views

Networked Physics - Interpolation Causes Physics Engine to Explode

A major issue I am encountering right now is that my physics engine (BEPU) and my network interpolation are conflicting with each other. The player is a physics object, and so the physics engine ...
12
votes
3answers
1k 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
1answer
260 views

When and where should I calculate collision response with multiplayer physics?

I've troubles wrapping my head around multiplayer physics and collisions on the client side, so far I interpolate the state of my network entities ( position and velocity ) of the other clients based ...
1
vote
0answers
627 views

Unity3D: collider performances on mobile iOS devices

I'm experimenting with Unity3D and colliders. Unfortunately I still don't have Unity Pro version and I can't use the profiler. Consider the following situation: mobile devices (ios, iphone 3GS). an ...
2
votes
1answer
354 views

RK4 integration and Continuous Collision Detection

I'm using this method to detect collision between two AABBs. The algorithm is simple, fast and works great. It uses the relative velocity between the two objects to calculate TOI. This works fine with ...
7
votes
1answer
214 views

Determining whether two fast moving objects should be submitted for a collision check

I have a basic 2D physics engine running. It's pretty much a particle engine, just uses basic shapes like AABBs and circles, so no rotation is possible. I have CCD implemented that can give accurate ...
6
votes
2answers
2k views

Get collision details from Rectangle.Intersects()

I have a Breakout game in which, at some point, I detect the collision between the ball and the paddle with something like this: // Ball class rectangle.Intersects(paddle.Rectangle); Is there any ...
0
votes
1answer
166 views

SFX Played Once per Collision or Hit

I have a question about using Box2D (engine for LibGDX used to make realistic physics). I observed on the code that I've made for the physics here below: @Override public boolean touchUp(int screenX, ...
1
vote
1answer
473 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 ...
1
vote
1answer
181 views

Who should respond to collision: Unit or projectile?

In an RTS if a projectile hits a unit. Who should handle the collision? If projectile handles the collision, it must be aware of all possible types of units, to know what damage to inflict. For ...
4
votes
4answers
634 views

Point of contact of 2 OBBs?

I'm working on the physics for my GTA2-like game so I can learn more about game physics. The collision detection and resolution are working great. I'm now just unsure how to compute the point of ...
1
vote
1answer
1k 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()) - ...
0
votes
2answers
548 views

Circle physics and collision using vectors

This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want ...
2
votes
3answers
2k views

Game physics / 2D Collision detection AS3

I know there are some methods you can use like hittestPoint and so on, but I want to see where my movieclip colliedes with another another movieclip. Any other methods I can use? by any chance does ...
2
votes
1answer
684 views

Trouble with AABB collision response and physics

I have been racking my brain trying to figure out a problem I am having with physics and basic AABB collision response. I am fairly close as the physics are mostly right. Gravity feels good and ...