The determination of whether or not two or more entities make contact with each other during gameplay.
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, ...
4
votes
3answers
416 views
Solving 2D Collision Detection Issues with Relative Velocities
Imagine you have a situation where two objects are moving parallel to one-another and are both within range to collide with a static wall, like this:
A common method used in dynamic collision ...
4
votes
1answer
1k views
Collision detection in a 3D heightmap-based world
I'm creating a simple engine to increase my knowledge, and have a Minecraft like world, but the height is only one block.
How would you suggest I detect for collision? AABB would be good, but I have ...
4
votes
1answer
450 views
Implementing jumping and heightmaps in 2D RPG/Adventure style games?
I've been putting together, albeit slowly, a traditional style game engine in flash/AS3 along the lines of Alundra/Final Fantasy 3/etc etc..
Everything so far is working smoothly (maps from XML data, ...
4
votes
4answers
4k views
2D Platformer Collisions
I've basically asked this question before, and I know it's been asked probably a billion times, but I still can't seem to do it. All I want to know is how I should go about doing basic 4-way, ...
4
votes
1answer
541 views
Ellipsoid v. Box collision detection
I'm trying to write some collision detection code.
ATM i have the code properly resolving Ellipsoid v. Ellipsoid collisions, and Box v. Box collisions, but Ellipsoid v. Box collisions doesnt work.
...
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 ...
4
votes
2answers
268 views
Whats the physics behind the doodle jump game?
I'd like to know how we can achieve the doodle jump type physics using andengine.
I mean the character is not colliding with the ground blocks when he moves upwards but will collide when he came ...
4
votes
3answers
240 views
How to get distance from point to line with distinction between side of line?
I'm making a 2d racing game. I'm taking the nice standard approach of having a set of points defining the center of the track and detecting whether the car is off the track by detecting its distance ...
4
votes
2answers
748 views
Collision detection and response in an Entity System
More fun with an ES...
Currently, I have a few systems:
Renderer (Renderable attribute, Transform attribute)
Motion (Movable attribute, Transform attribute, Renderable attribute [for bounding ...
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 ...
4
votes
2answers
342 views
Collision Detection Delegate Scheme
Hey guys! My physics engine is coming along quite nicely (thanks for asking!) and I'm ready to start working on some even more advanced junk. Case in point, I'm trying to set up my collision engine so ...
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 ...
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 ...
4
votes
2answers
819 views
Sliding collision response
I have been reading plenty of tutorials about sliding collision responses yet I am not able to implement it properly in my project. What I want to do is make a puck slide along the rounded corner ...
4
votes
3answers
1k views
Collision Detection Structure
I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...
4
votes
1answer
1k views
How can I detect collision between a circle and a rectangle?
i'm trying to make a clone of brick breaker, one problem that i am running in to is to do with collision. i know how to detect if a collision has happened but i do not know how to check what side of ...
4
votes
1answer
2k views
Line-Rectangle Collision Detection and Response
I've looked through Google and none of the solutions seem to pinpoint my idea. Ultimately, I want to create a level editor where I can draw lines and have them exported to a file for my engine to ...
4
votes
4answers
471 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 ...
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 ...
4
votes
2answers
756 views
Designing Efficient 2D Collision for Topdown Shooter
This makes it the first time I'm posting here, so apologies if I stumble over beloved conventions.
Currently, I'm trying to figure out how I want to handle collisions for a large number of entities ...
4
votes
1answer
1k views
Minecraft-style player-gound collision detection
The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels)
Note: I am using C# XNA.
I am pretty sure AABB is the way to go, yet I don't know ...
4
votes
2answers
131 views
Collisions on complex map 2D
I'm currently thinking about collision and map system that I want to use in my next game and I'm kind of puzzled. Maps are going to be somewhat complex with lots of irregularities and thus tiling is ...
4
votes
1answer
486 views
AABB Sweeping, algorithm to solve “stacking box” problem
I'm currently working on a simple AABB collision system and after some fiddling the sweeping of a single box vs. another and the calculation of the response velocity needed to push them apart works ...
4
votes
5answers
662 views
Should my game handle collisions in the Player object?
I'm making a 2D platform game. Right now I'm just working on making a very generic Player class. I'm wondering if it would be more efficient/better practice to have an ActionListener within the Player ...
4
votes
1answer
581 views
AABB - AABB Collision, which face do I hit?
To allow my objects to slide when they collide, I need to :
Know which face of the AABB they collide with.
Calculate the normal to that face.
Return the normal and calculate the impulse that to ...
4
votes
2answers
525 views
I need help with 2D collision response (of stacking rotating polygons, with friction and gravity, for a game)
Hi I am looking for suggestions on how to write a collision response for game programming purpose (so not a scientific simulation). I am dealing with 2D polygons that are rotating, and I want them to ...
4
votes
2answers
792 views
Correct order of operations in a platformer game loop
I've run into an issue with my Mega Man engine, and the structure of my game loop is making it very difficult to fix. With Rush Jet, or any falling platform, Mega Man needs to stay attached to the ...
4
votes
3answers
901 views
Point line collision reaction
I am trying to program point line segment collision detection and reaction. I am doing this for fun and to learn.
The point moves (it has a velocity, and can be controlled by the user), whilst the ...
4
votes
1answer
2k views
Farseer and 2D Action sidescroller game
I'm thinking about using Farseer inside my game (I'm not good in physics), which isn't a bad idea. However something happened while I was thinking about that, I found this tutorial:
...
4
votes
1answer
1k views
2D collision-detection middleware
(This question was split off from http://gamedev.stackexchange.com/questions/3345/)
Are there any recommendable middleware available for 2D collision detection?
I believe I've heard that Box2D could ...
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 ...
4
votes
1answer
196 views
box2d with lines
I have a very simple platform game builder and I've specified the ceilings, walls and floor as line segments.
A line has a winding, or normal; you can determine the direction that a line should be ...
4
votes
1answer
179 views
3d Collision Handling
I have trouble while detecting collisions on my 3D-Game.
I have set-up Rays, to detect collisions (Screenshot) and my main-rountine already analyzes them. But now there's the question what to do ...
4
votes
2answers
549 views
XNA 2D Rotated Rectangle Collision Response
I am using Rotated Rectangles which collide using the Separating Axis Theorem and they work perfectly fine for collision detection using Intersects and Contains.
However, I am starting to use faster ...
4
votes
1answer
321 views
Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?
I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis ...
4
votes
1answer
442 views
Finding if a point is inside of a mesh (Point-in-polyhedron)
How can I find if a point (Vector3) is inside of a mesh? Would this work for both concave and convex objects? I read somewhere that if you raycast in both directions of every axis (X, -X, Y, -Y, Z, ...
4
votes
1answer
174 views
In the GJK algorithm, when is a point ever closer to the origin than a line?
The GJK algorithm depends upon a function in its loop that updates the simplex and search direction for the next iteration (which is often called something like DoSimplex() or ProcessSimplex()). In ...
4
votes
2answers
379 views
Trace with 2D terrain
I currently have some 2D terrain in my game defined by 2D coordinates with lines drawn in between them (linear interpolation too keep it simple).
Now I want to cast a ray from anywhere above the ...
4
votes
1answer
530 views
Heightmap Physics Optimization/Improvement
I'm working on implementing the physics surrounding a player walking on a heightmap. A heightmap is a grid of points which are evenly spaced on the x and z axes, with varying heights. The physical ...
4
votes
2answers
2k views
How to handle platform collisions in a 2D game?
If I have a map in my platformer game and I want my character be able to jump on some platform, for example. Is there an easy way to tell the game where the platforms are and where the player can jump ...
4
votes
2answers
688 views
Collision response for 2D racing game
The title is fairly self-explanatory. I have a 2D racing game that utilizes per-pixel collision detection (the track is essentially two bitmaps, one for the graphics, one for collision data). The ...
4
votes
4answers
1k views
Pong Collision Help in C# w/ XNA
Edit: My goal is to have it function like this:
Ball hits 1st Quarter = rebounds higher (aka Y++)
Ball hits 2nd Quarter = rebounds higher (using random value)
Ball hits 3rd Quarter = rebounds lower ...
4
votes
2answers
389 views
How to detect and collide two elastic line segments?
There are 4 moving physical nodes in 3D space. They are paired with two elastic line segments / strings (1 <-> 2; 3 <-> 4).
Part I: How to detect the collision of two segments?
Part II: On the ...
4
votes
2answers
182 views
Space-efficient data structures for broad-phase collision detection
As far as I know, these are three types of data structures that can be used for collision detection broadphase:
Unsorted arrays: Check every object againist every object - O(n^2) time; O(log n) ...
3
votes
5answers
509 views
2D Collision detection for Pinball Game
So far in previous games I have used simple 2D collision with boxes then checking at pixel level for a collision.
If making a pinball game in nearly a lot of frames the ball will be in contact with a ...
3
votes
2answers
2k views
Breakout Collision: Detecting the side of collision
I am writing a breakout clone (my first game) and am totally stuck as to how I figure out which side of the brick was hit.
I have a collision detection method that looks like this:
...
3
votes
2answers
2k views
How to determine collision direction between two rectangles?
I am trying to figure out how to determine the direction a collision occurs between two rectangles.
One rectangle does not move. The other rectangle has a velocity in any direction. When a collision ...
3
votes
3answers
152 views
How to choose cell to put entity in in an uniform grid used for broad phase collision detection?
I'm trying to implement the broad phase of my collision detection algorithm. My game is an arcade game with lot of moving entities in an open space with relatively equivalent sizes.
Regarding the ...
3
votes
2answers
314 views
What are the technologies that makes physics engines so good for raycasting?
again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's ...