Tagged Questions
3
votes
0answers
47 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
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 ...
0
votes
5answers
420 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
49 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
120 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 ...
2
votes
3answers
207 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
72 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
334 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
1answer
147 views
Understanding Box2d Restitution & Bouncing
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
65 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
151 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
603 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
136 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 ...
0
votes
0answers
211 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
165 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 ...
6
votes
1answer
163 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 ...
4
votes
2answers
551 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
107 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
302 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
128 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
472 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
446 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
340 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
1k 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
404 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 ...
1
vote
0answers
114 views
Updating physics for animated models
For a new game we have do set up a scene with a minimum of 30 bone animated models.(shooter)
The problem is that the update process for the animated models takes too long.
Thats what I do:
Each ...
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 ...
4
votes
1answer
3k views
How to detect collision in Unity3D without rigid bodies?
The target platform of my game is mobile devices therefore I try to develop it performance oriented. It will be a strategy game so I don't really need physics in it, consequently I did not add ...
0
votes
1answer
243 views
Bullet impact or force on cube in Blender
Hoping someone here may be able to help. I'm new to Blender (and game development/3d modelling) and have been following some tutorials online to get me started. I am building a very basic FPS just to ...
0
votes
0answers
205 views
Java Collision Detection of a Slope using a Gradient [closed]
Im testing out collision detection for a game, The ball is traveling and i need to know when the ball hits a sloped line.
For this example i have used the whole screen, with a sloped line going from ...
3
votes
3answers
504 views
Interpolate and collisions
Lets take the simple example of a ball bouncing off a wall. The physics is separated from the display. The physics is set to run at say 20 frames per second and the display is running faster than this ...
-1
votes
2answers
261 views
How should I learn about collision detection?
If I want to use physics engine for my game then how should I go to learn collision-detection algorithms?
When I read AI book for games, the book talks about collision detection, so I want to learn ...
0
votes
3answers
1k views
collision resolve sphere-aabb and aabb-aabb
I am currently working on a basic physics engine which does not consider rotations.
At the moment I work on collision resolving between aabbs and spheres.
Unfortunately I have no idea what a collision ...
4
votes
1answer
469 views
Efficient physics and collision detection for RTS
I'm thinking about writing my own RTS game and while I'm more or less clear about how the game engine should work, I need some directions as to how to implement physics and collision detection.
Now, ...
7
votes
2answers
646 views
What is the best way to handle simultaneous collisions in a physics engine?
I'm writing a 2d physics engine in javascript so that I can learn more about physics in video games. I have it working correctly for rigid body collisions, except for if any body collides with two or ...
-3
votes
1answer
524 views
What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)?
What is the MTV (Minimum Translation Vector) in SAT (Seperation of axis)? and how can i use it?
Im trying to create my first game, where a ball can hit a a static brick (rectangle). Now if a ball ...
2
votes
4answers
2k views
2D Collision in Canvas - Balls Overlapping When Velocity is High
I am doing a simple experiment in canvas using Javascript in which some balls will be thrown on the screen with some initial velocity and then they will bounce on colliding with each other or with the ...
2
votes
1answer
638 views
Platformer Starter Kit - Collision Issues
I'm having trouble with my game that is based off the XNA Platformer starter kit.
My game uses smaller tiles (16x16) then the original (32x40) which I'm thinking may be having an effect on collision ...
0
votes
1answer
1k views
GameObject and Components
I am creating a relatively simple game engine in C++ and Qt. I am using Irrlicht for graphics, and as of now, I will not be using any physics or audio libraries. For time's sake, I am using ...
1
vote
0answers
64 views
What is the most effective way to create a set of collision points for an aribitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
2
votes
3answers
630 views
How will the velocities of two moving objects change once they collide?
I'm making a small game where things can fly around and collide. Things like boxes and so on. For each object, I have an array of all forces acting upon it, I have it's mass, it's position and it's ...
4
votes
3answers
1k views
Finding the contact point with SAT
The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector ...
3
votes
1answer
654 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 ...
3
votes
2answers
2k views
Collision detection in 3D space
I've got to write, what can be summed up as, a compelte 3D game from scratch this semester. Up untill now i have only programmed 2D games in my spare time, the transition doesn't seem tough, the ...
2
votes
2answers
485 views
How do I handle walking up and down bridges at any angle?
I'm currently trying to create a 2D platformer puzzle game like Mario vs. Donkey Kong: Mini-land Mayhem! within Flash. My issues reside in the bridge collision with the walking AI.
The game allows ...
1
vote
4answers
894 views
Which Side Was Hit?
I am working on an Android game and I have two objects A and B (both rectangles) and when they collide I simply want to know which side of B was hit. I have detected the collision fine, but I am ...
1
vote
2answers
528 views
How do I do 3d collisions in isometric game?
I've wondered how to get basic collision detection working in an isometric game. I'm using panda3d which has very comfortable support for bullet, ode and a small builtin physics framework. The problem ...
2
votes
1answer
503 views
Effects of collisons: broken glass, damaged cars, how are they created?
My question is related in particular to achieving the effects of collision in game engine, how is this done?
I have searched a bit, read from the internet and went through a few tutorials, and saw ...
2
votes
1answer
289 views
How do games using physic engines for 2d games handle platform corners?
I have seen games like latest "2'5D" sonics that handle collision detection at platform corners pretty well. The problem I'm having is that my game uses an ellipsoid as my player's body to let it ...




