Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

learn more… | top users | synonyms (2)

0
votes
2answers
158 views

How to move a car over an environment

At the moment I'm writing a little OpenGL application. For now I have a car which can drive down a road. This works really good because I simply put the car on the street plane. Now let's say on the ...
0
votes
1answer
245 views

Triangle-Triangle Intersection Code

Does anyone have experience implementing this triangle-triangle intersection code that I found online? I don't understand it. I made a post on Stack Overflow about this and got the advice that: ...
0
votes
1answer
664 views

How do I handle collision response between many different types of game objects?

I am looking for a way to avoid the dreaded switch or if/else scenarios between numerous game object types when a collision takes place in a game. For example: You have a list of game objects which ...
0
votes
2answers
155 views

Floating point precision issue with Box2D

I'm using Box2D and I am putting edge tiles as b2Bodies so that the tile world can have physics: The problem is that there are 3 b2_kinematic bodies under the player right beside each other. Every ...
0
votes
1answer
248 views

Collision Detection Code Structure with Sloped Tiles

Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on ...
0
votes
2answers
5k views

Java collision detection with rectangles

I'm trying to get the collision between two squares. I've made a Rectangle object that overlays each one and updates the position every tick. Then I made a collision method that checks whether they ...
0
votes
1answer
324 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
2answers
216 views

Draw Rectangle To All Dimensions of Image

I have some rudimentary collision code: public class Collision { static boolean isColliding = false; static Rectangle player; static Rectangle female; public static void collision(){ Rectangle ...
0
votes
1answer
163 views

Gravity stops when side-collision detected [closed]

Please, look at this GIF: The label on the animation says "Move button is pressed, then released". And you can see when it's pressed (and player's getCenterY() is above wall getCenterY()), gravity ...
0
votes
1answer
163 views

Binding BoundingSpheres to a world matrix in XNA

I made a program that loads the locations of items on the scene from a file like this: using (StreamReader sr = new StreamReader(OpenFileDialog1.FileName)) { ...
0
votes
2answers
4k views

Basic 3D Collision detection in XNA 4.0

I have a problem with detecting collision between 2 models using BoundingSpheres in XNA 4.0. The code I'm using i very simple: private bool IsCollision(Model model1, Matrix world1, Model model2, ...
0
votes
2answers
463 views

Collisions not working as intended

I'm making a game, it's a terraria-like game, with 20x20 blocks, and you can place and remove those blocks. Now, I am trying to write collisions, but it isn't working as I want, the collision ...
-1
votes
1answer
389 views

Grid based Collision Detection between circles [duplicate]

I am working on a 2d arcade game where I have 5 types of circles with different sizes: The ship, the missiles, and 3 types of monsters. This is what it looks like: Currently I'm using brute force ...
-2
votes
1answer
750 views

Simple collision detection implementation [closed]

I'm making a game with C++ where the program extracts the lines out of an image (via openCV), stores them in an std::vector< std::vector< int > > and the builds a tile map out of it which is ...