Tagged Questions

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

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3
votes
1answer
115 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
60 views

Overlap detection, nearest neighbors

I'm trying to get something similar to the Nearest Neightbor Problem, except I only want neighbors with radius overlapping a radius, and all of them. I'll explain my problem before explaining what I ...
0
votes
3answers
163 views

Collision Detection in a big map?

So I've been wondering lately... on games like pokemon (on ds and gba), How did they handle the collision of all those tiles in the map? Should all those collision checks running in the background ...
1
vote
0answers
98 views

Speeding up point-in-polygon for Python

In researching collision detection methods for non-Rect-like objects I came across point-in-polygon -- specifically, the even-odd rule. The one presently on Wikipedia claims it is written in Python, ...
0
votes
1answer
352 views

How does Raycasting work in XNA Farseer and player collision?

Wanting to know how to figure out if player's bottom is colliding with object so that I could allow the player to jump. I was trying to use OnCollision but was referred to ray-casting, I looked ...
2
votes
3answers
1k views

libgdx - collision detection with tiled map java

currently, I am working on a 2d rpg game which is similar to final fantasy 1-4. I can load up a tiled map and the sprite can walk freely on the map. However, I will like to create a wall for it to ...
1
vote
1answer
139 views

Calculating How To Intercept a Moving Object [duplicate]

So I have two objects, Target and Interceptor. Target's position, direction of movement and movement speed are known, and Interceptor's position and movement speed are also known. Both movement speeds ...
3
votes
1answer
141 views

Calculating impulse with multiple collision points

In my amateur 2D rigid body physics engine for a game I react on collisions between two bodies with an impulse j (formula 11) as explained here. To calculate this impulse I need one contact point P ...
0
votes
1answer
1k views

Platformer raycast collision detection

I'm using Unity to create a 2D platformer. For collision detection, I'm using raycasting to detect any possible collisions with specific collision layers, and adjusting the desired delta x & y ...
0
votes
2answers
154 views

Efficient type checking in collision detection

Basically, what's the most efficient and professional means of checking an object's type when it collides with another object. For instance (ignoring the math for collision detection), suppose we have ...
1
vote
1answer
106 views

How to make platforms spawn without touching other platforms

So I am making a doodle jump like game where there are platforms scrolling by but right now how I have platforms spawning is completely random. I would like the platforms to be spread apart so they ...
0
votes
0answers
115 views

Farseer Player Movement and Collision

I have added a video link for any one who whats to see what the problems are by watching the game. I am trying to create a player movement system and there are small problems that I am running into. ...
0
votes
0answers
130 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
126 views

Strange collision in Breakout [closed]

My Breakout game works fine so far, but I struggle with the collision detection... Well... just with the collision from the ball with the brick... Here's the relevant code: List<Brick> ...
0
votes
1answer
201 views

How to architect collision detection in SFML

I have a pretty simple game engine that I'm making for a 2d platformer game. I don't want it to be super advanced, but it does have some basic properties. Most important to this question is a class ...
0
votes
2answers
82 views

Collision detection in seemingly random locations [closed]

I have a square that moves around with user input and should return to top left of screen when it collides with one of the rectangles on the screen. It works fine when the the rectangles are not ...
0
votes
0answers
170 views

Non-rectangular hitbox methods in XNA

I'm creating a 2D top-down RPG, and many of my buildings/scenery have non-rectangular corners to the textures. Does anyone know a good way to create circular/triangular/polygonal hitboxes, or is too ...
6
votes
2answers
601 views

Triangle-triangle continuous collision detection

I am making a 3D game engine and I use continuous collision detection. I am using Sphere-Trees to cull primitive collision checks to a minimum. However, I'd like to perform continuous ...
8
votes
2answers
2k views

How can I prevent rigid bodies from moving through each other using Unity's built-in physics?

I'm trying to create a game where objects can be dragged, but I'm having trouble with the physics. With rigid bodies that have similar masses, they sometimes push through each other when dragged and ...
1
vote
1answer
244 views

Player Movement Systems

I am working on a project were in class my group of students help produce a video game. We are creating a 2D platformer and was trying to make a pixel based system collision witch fell through. Now I ...
9
votes
1answer
549 views

How do I make a curved surface out of rectangular blocks?

For a Peggle-like game, I want to make blocks that follow a curve, like this: The blocks would then disappear as the ball hits them. I managed to draw some horizontally, but I'm having trouble ...
0
votes
1answer
36 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 ...
4
votes
1answer
240 views

How do I simulate a trampoline?

I'm quite new to game development. I was pretty impressed with the elastic effect I saw in this flash game when the ball hits the trampolines and I'm wondering how to recreate it. I've done some ...
1
vote
2answers
193 views

Collision detection via adjacent tiles - sprite too big

I have managed to create a collision detection system for my tile-based jump'n'run game (written in C++/SFML), where I check on each update what values the surrounding tiles of the player contain and ...
2
votes
0answers
311 views

C++ FPS game collision detection with partitioning system or physics engine? [closed]

I'm working on a small FPS game (as a hobby and for learning purposes, nothing else) built with C++ in OpenGL (from scratch). Documenting online on the kind of strategy someone would approach with ...
0
votes
0answers
74 views

Interactions between camera and procedural terrain

QUESTION REWORKED I need to update every frame camera position along a surface with hills and drops. In this picture you can see a particle of the surface terrain (just one triangle) and a sphere ...
1
vote
1answer
303 views

Strange collision behaviour in 2D game even though the collision is very basic [closed]

I have a player ship (cube) and some enemy laser projectiles. When the player ship has position X values greater than 1, collision with the enemy projectiles occur but when it has lower X values, the ...
0
votes
0answers
105 views

Smooth circular collisions with edges/collision boxes [C# + XNA]

So, me and a friend are working on our top-down perspective 2D game, and have come to work on perfecting our collisions. In its current state our player sprite is colliding with walls, but is ...
2
votes
2answers
175 views

Collision detection - make sure the player touches the object exactly

I know this is really something I should be able to figure out on my own, but a solution is evading me. Okay, here are a few relevant parts of my code. bool Game::Col(int x1,int y1,int w1,int h1, ...
0
votes
1answer
105 views

CDK (as3) false positives when using it with array elements

I'm having problems when using the CDK (Collision Detection Kit) with elements in an array. It keeps getting me false positives of collision. I'm making a game in which the player controls a “ship”, ...
2
votes
1answer
186 views

When is a quadtree preferable over spatial hashing?

I'm making a 2d platformer with lots of objects at the same time. They're all AABB collision detected. I first tried a quadtree to decrease the number of of objects to check, tried a few different ...
2
votes
1answer
524 views

Libgdx - Collision position - Box2D

I'm actually developping my own game but i'm facing a little problem. I trying to figured out how to get the position of a fixture (collision) between two entities. For example this : ...
-3
votes
1answer
232 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 ...
-1
votes
1answer
214 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
160 views

At same positioned game objects collision detection

In my game, I am creating two game objects at same position using Instantiate statement. Each generated object has box collider attached. So I want to detect collision between them so I write ...
0
votes
0answers
38 views

Collision detection with many moving objects and an unknown world size [duplicate]

At present I am using the simple O(n^2) algorithm whereby the bounding geometries of each pair of game objects is tested for collisions. The result is that I can only handle around 100 game objects ...
0
votes
1answer
732 views

Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it

I'm doing procedural terrain generation. So far I've created the mesh, and attached a 2D polygon collider to it. The terrain is made up of hills going up and down. After doing so, I put a 2D rigid ...
1
vote
2answers
837 views

Box2D Libgdx removing bodies in case of simultaneous collisions

I am making a clone for the BreakOut game. I'm using Box2D and Libgdx for it. In the game, one scenario is that there could be 2-3 balls at one time. Now the problem occurs when 2 or more balls ...
0
votes
0answers
54 views

Box2d - Allow object to pass but still report collision [duplicate]

I am creating a laser which is a dynamic body with its own collision filtering. I want it to not collide, as it does not currently but I want it to still report the collision or when the two overlap. ...
3
votes
1answer
99 views

Pygame collision detection less frequent when objects are increased

I currently experiencing an issue in pygame where whenever i increase the number of objects e.g. platforms, rocks for a in range(150): rock = Rock(0,0) OR incresing the range which they spawn ...
0
votes
0answers
85 views

Collision - Per Pixel and Rectangle Based, Combined

UPDATE:i found the error in my calculation the problem was that i needed to consider if the image is rendered flip or not to fix it just need to rub from the opposite side of the sprite I am currently ...
1
vote
2answers
421 views

2D AABBs and resolving multiple collisions

Okay, so this is a problem I've been trying to figure out for quite some time. Mine is a 2D platformer game with a world made up of (usually) immobile tiles and mobile sprites, both of which use AABBs ...
0
votes
1answer
294 views

How to implement uniform grids

Up until now, I implemented all-against-all collision detection in my games. It worked fine. But I reached a point where implementing this kind of collision detection, makes the game run poorly, ...
18
votes
6answers
2k views

How to optimize the distance function?

While developing a reasonably simple RTS-like game, I noticed my distance calculations were causing an impact in performance. At all times, there are distance checks to know if a unit is in range to ...
0
votes
0answers
402 views

NavMesh agents pushing other NavMesh Agents in Unity Pro

Using the NavMesh system in Unity, I created pathing system for my player character as well as the enemy AI. When a group of enemy NavMesh Agents surround my player character, they can be pushed out ...
2
votes
1answer
120 views

How do I compute the point of a triangle-ray intersection?

I have a line (the direction vector of the player) and a triangle representing the face of a model (so composed of 3 points). I can't find the mathematical operation to check if that vector is ...
1
vote
0answers
61 views

Does anyone know a good knockback algorithm? [closed]

I was just wondering if someone had a good knock back algorithm for a top down shooter game. I was hoping for not as much as a knock back but more of a push. that would be great.
0
votes
1answer
265 views

Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?

In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
1
vote
1answer
363 views

Sprite collision with color?

Is this possible? To elaborate, I am making a PacMan offshoot. Essentially it is a "zoomed in" version of the game, but the board is randomly generated. I have 11 .png files each to be used as a ...
-1
votes
2answers
121 views

Java Tilemap Collision

I have tilemaps represented by values from 0 to 4. How can I make the player collide with tiles represented by 3 and stop the player from passing through it ? Here is my code for the player and ...