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

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Randomly spawning bitmaps on cnvas

I need some ideas in order to finish algorithm. I'm randomly placing objects (bitmaps) on canvas without overlapping. Time needed to finish it is my problem. When I need to spawn for example 80% of ...
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1answer
752 views

Color based collision detection

I am making a game where you fly a ship around some randomly generated planets. Since I am using a for loop to draw over 5000 planets, using the rectangle class or an oval-type class for this is not ...
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1answer
257 views

How can I know in which direction 2 balls will go in billiard game?

When a ball is struck, how can we know in which direction both balls will go when ball is struck? I know the angle at which the ball strikes the other ball matters, but how can we calculate that angle?...
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0answers
41 views

Cell height with heightmap for collision detection

Hello everyone I'm programming a game with c++ and openGL. My world is generated from a heightmap (100x100 matrix with values 0-255) and now I need a function that returns the actual height based on ...
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1answer
554 views

How do I get the axes for SAT collision detection

In SAT collision detection how do I calculate the axes for projection?
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2answers
77 views

simple solution for 3d collision detection and response

I'm having great difficulty trying to implement collision detection and response in a 3d game What are some simple solutions someone can use to implement smooth collision and response similar to ...
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1answer
164 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)) { ...
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0answers
42 views

OBB/OBB Test in OZCollide

I want to know if anybody, who tried OZCollide (http://www.tsarevitch.org/ozcollide/), knows whether OBB vs. OBB Tests are possible or not. I know there is a AABB vs. OBB function but I can't find one ...
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1answer
415 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 ...
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2answers
190 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 ...
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1answer
961 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 ...
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2answers
183 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 ...
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2answers
300 views

Moving OBB vs. triangle intersection test

Requirements: to write a test function that, given a moving OBB (oriented bounding box) and a triangle, returns true whenever the OBB hits the triangle. The OBB is described by its half extents (h1, ...
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1answer
169 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 ...
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1answer
79 views

How to achieve 2D ski movements similar to Alto Adventure?

I'm trying to achieve 2d movement similar to Alto's Adventure with Unity 2D. When grounded I want the character to slide alone the terrain parallel to the slope, but I want to be able to freely rotate ...
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1answer
304 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 ...
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1answer
509 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 ...
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1answer
977 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 ...
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2answers
259 views

Unity Renderer.bounds issue?

I would like to make rend.bounds.max.y be always equal to 20 on collision no matter what, using the script below. But it seems that I can't set it manually and the script has no effect on my ...
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1answer
424 views

How can I “squeeze” a game object when it is pressed between two others?

I am trying to "squeeze" a game object when it's pressed between two other objects (e.g., "squeezer 1" and "squeezer 2," below) that continue to move towards eachother. I wish to reduce width of the ...