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

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Detecting walls or floors in pygame

I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet ...
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1answer
125 views

AABB SAT code detects collision wrongly [closed]

I've been having trouble getting my SAT code working using AABBs, and I've been trying to find a solution but, I'm scratching my head. For some reason, it detects collisions very wrongly, as shown by ...
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1answer
109 views

Passing through edges of AABB collision

When I move, I grab the tile in front of the player, but when the player is colliding between two tiles, I grab the wrong tile due to rounding error. I made a video explaining what I mean. As you can ...
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1answer
223 views

AABB collision detection not detecting in some cases

I'm using simple AABBs in a tile based world, and for some reason the algorithm does not detect collisions when moving towards the left and then down. I actually upload a video to YouTube to ...
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2answers
285 views

Point vs Convex Hull

I'm trying to implement a simple collision response to a point intersecting a convex hull. So far I can detect if the point is inside the hull. But now I want a collision response that translates ...
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1answer
106 views

Map color collision problem

Hello i'm doing a game in WPF, 2D version (top view) I have the map and i'm trying to check for color collision in pixel each time the timer is activated Well...with 1 object it works fine but with ...
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2answers
158 views

Creating a collision shape for a complex model

I'm currently creating the collision system for my 3D XNA game. To check collisions with models (especially complex ones) like trees or other plants, I thought about rendering a low poly version of ...
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1answer
255 views

Predicting trajectory collisions for multiple moving objects [duplicate]

For the most simple of 2D games, I have implemented a posteriori collision detection (overlapping rectangles) on the xy Cartesian plane, but am now interested in understanding the basics of a priori ...
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1answer
235 views

Finding roots/zeros for collision detection?

For the most simple of 2D games, I have implemented a posteriori collision detection (overlapping rectangles) on the x/y Cartesian plane, but am now interested in understanding the basics of a priori ...
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1answer
1k views

implementing collision detection and handling for tiled 2D world with smooth wall sliding

Im using SFML 2.1 for graphics and my game structure follows SFML book quite closely (SceneGraph implementation etc) My world consists mostly of characters (around 1-400, moving around) and tiles ...
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2answers
302 views

How to properly handle attacks in an 2D Platformer?

I am building an 2D Engine in JavaScript and if my actor attacks an enemy, a hitbox appears for a certain amount of time and then disappears. If the target keeps standing inside of the hitbox he gets ...
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1answer
364 views

LWJGL Collision Detection

I cannot find LWJGL collision detection with a camera and walls. Like making it to where you can not walk through walls and other different shaped rectangular prisms and cubes. How do I set up LWJGL ...
2
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2answers
334 views

What are “distance fields” and how are they applicable to collision detection?

I was looking at some efficient methods for collision detection in a scene with both static and dynamic objects when I came across "distance fields." I tried to search and understand this concept, ...
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3answers
212 views

Lag created when detecting collision

I'm fairly new to gamedev and have encountered a problem with the collision detection system. The collision is essentially worked out like this: for (int x = 0; x < playerprojectiles.Count; x++) ...
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1answer
298 views

Circle-Rectangle collision velocity adjustment

I created my circle vs. rectangle method based on this algorithm: http://stackoverflow.com/questions/401847/circle-rectangle-collision-detection-intersection Currently, I have a dynamic ball with ...
0
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1answer
303 views

Circle vs. Rect Collision accuracy problem

The blue ball is dynamic and is supposed to bounce off the walls, as well as the rectangle. Currently, the green rectangle is adding an invisible line to the scene, which doesn't let my ball go where ...
0
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2answers
258 views

Best collision shape for rooms

I'm wondering what is the most efficient collision shape to use with APIs like Bullet or Havok for rooms/interiors. Rooms tend to be boxes but are concave since the normals point inward which means no ...
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1answer
278 views

Collision method for multiple circles

This is a bouncing ball program. There is 1 dynamic circle and 3 static ones. The static ones are obstacles for the dynamic circle, and the dynamic circle is supposed to bounce off of the static ...
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2answers
308 views

How to detect collision between a camera and a mesh?

I am wondering how you would be able to extract mesh properties (i.e. faces, vertices, and vertex normals) and use them to create a collidable object, one that a camera can't go through ? I am using ...
2
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1answer
401 views

Circle to Circle collision - bad accuracy

Circle1 (blue) is moving and its X and Y bounds are the screen (meaning it bounces off the walls). Circle2 (black) is stationary. Circle1(blue) is supposed to bounce off of Circle2 without ...
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0answers
35 views

2D collision beetween a sprite and an array of sprites [duplicate]

I am creating a simple Android jumper (think Doodle Jump or Abduction) using libGDX so I can get started in game programming. My problem is that I need to figure out a way to check for collision ...
0
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1answer
606 views

Bounce off of objects

How do I make my ball bounce off objects on the screen? I'm having trouble detecting the collision, as well as calculating the response. The picture below is a good example of how the program should ...
2
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0answers
141 views

What would be a good way to implement Zelda like attack? [closed]

I'm looking for ways to implement "attack" like Gameboy Zelda used. A method I came up with is: Create a rectangle near a player based on the direction the player is facing when every time attack ...
0
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1answer
254 views

Problems about oriented bounding boxes collision detection

I get a question for the following code which detects if two OOBs collide by SAT. The OBBs struct is also listed below. struct OBB { Point c; // OBB center point Vector u[3]; // Local x-, y-, and ...
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1answer
868 views

2D Rectangle/Circle Continuous Collision Detection

I'm looking for a fast 2D continuous collision detection algorithm for circles and rotated rects. It needs to determine the time of collision. Both shapes may be moving at high speed, so the ...
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1answer
163 views

How to resolve collisions smoothly?

Currently my collision method is glitchy, because it gets the last "good" position it was when it wasn't colliding and teleports it to that location when it collides with something. This method works, ...
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1answer
565 views

Finding Z given X & Y coordinates on terrain?

I need to know the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles which may be flipped in any ...
2
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1answer
419 views

Project collision shapes to plane for 2.5D collision detection

I am working on a top down 2.5D game. In the game anything that overlaps on the screen should be 'colliding' with each other regardless of whether they are on the same plane in the 3D world. This is ...
4
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2answers
746 views

How could I handle non-rectangular tile collision in Tiled maps?

BrowserQuest map in question. From what I understand, with tiled, there are two main ways to specify collision: Create an object layer, and interpret the shapes in the engine as collision objects. ...
3
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1answer
335 views

How do I detect collision with isometric walls?

I will use game called "Project Zomboid" as an example. Here is a pic how does it look > How should I handle player's collision with walls constructed like that? It's easy to handle walkable and ...
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1answer
217 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 ...
1
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1answer
393 views

2D fighting bounding boxes

I'm prototyping a 2D platformer/brawler game for uni and I'm having some trouble with creating collision/bounding boxes. This is most likely going to end up on a Vita so I do have some library ...
0
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0answers
53 views

3D Box Collision Data Import

I'm trying to implement a collision system using oriented bounding boxes, using a center for the box, it's extents as a 3D Vector and a rotation matrix, which is all stuff I picked up online and seem ...
2
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1answer
204 views

JBox2D Polygon Collisions Acting Strange

I have been playing around with JBox2D and Slick2D and made a little demo with a ground object, a box object, and two different polygons. The problem I am facing is that the collision-detection for ...
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1answer
340 views

Detailed Modern Opengl Tutorial? [duplicate]

I am asking for a specific modern opengl tutorial. I need a tutorial that does not skip to explain any lines of code. It should also include different independent objects moving/rotating (most ...
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3answers
433 views

2D game with 3D collision?

How do they do this bounce? Looks awfully complicated in 2D.
2
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2answers
656 views

Would it be more efficient to handle 2D collision detection with polygons, rather than both squares/polygons?

I'm working on a 2D game engine and I'm trying to get collision detection as efficient as possible. One thing I've noted is that I have a Rectangle Collision collider, a Shape (polygon) collider and a ...
0
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1answer
209 views

LWJGL Java 2D collision when lagging

I'm using a tile based collision, but when the game is lagging (the lag isn't the problem) the collision fails and the player falls through tiles. This is the movement/collision detection code of my ...
1
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1answer
111 views

Adding Leniency to Jumping Mechanic

I have written some jumping code for my player in a platformer game. At the moment it has some basic logic which says that the player can jump if he is on the ground. The pseudocode looks something ...
4
votes
1answer
357 views

Problem with SAT collision detection overlap checking code

I'm trying to implement a script that detects whether two rotated rectangles collide for my game, using SAT (Separating Axis Theorem). I used the method explained in the following article for my ...
8
votes
3answers
819 views

Ball vs 45-degree slope collision detection

I have a simple game in which the player moves a ball around. The ball bounces off of walls. Right now I have square walls(■) implemented: I use simple bounding-box collisions to check if the player ...
0
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2answers
399 views

Collision detection with multiple polygons simultaneously

I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is ...
0
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1answer
310 views

Collision detection without classes, in Pygame

I am writing a game in Pygame and want to get collision detection working. The aim is that when an object hits another, the target object disappears. I want to avoid having classes for now, to keep ...
2
votes
1answer
178 views

Have the character automatically slide around obstacle corners [duplicate]

Like this: The player is only holding right, however the character still moves up a bit to go around an obstacle. My current collision system has access to: The entity's previous position The ...
0
votes
1answer
280 views

Performing intersection testing in world's or object's space?

Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh. Given that the ray is cast in world space and each mesh's node can track world ...
9
votes
2answers
368 views

Falling Blocks and complex shapes

I currently have a simple Tetris-like game and have come across a problem I cannot solve. Unlike Tetris where there is a single falling shape, I have multiple, potentially interlocking shapes that ...
3
votes
1answer
425 views

How do I detect a tile map collision's direction? [duplicate]

I'm implementing collision detection with the map for my platformer. I have a method that generates a polygon on every tile and checks if the player hits it -- that's all fine. The problem is that ...
0
votes
2answers
4k 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 ...
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votes
1answer
464 views

Box2D Static-Dynamic body joint eliminates collisions

I have a static body A, and a dynamic body B, and a dynamic body C. A is filtered to not collide with anything, B and C collide with each other. I wish to create a joint between B and A. When I ...
1
vote
2answers
636 views

How do I implement collision detection with a sprite walking up a rocky-terrain hill?

I'm working in SDL and have bounding rectangles for collisions set up for each frame of the sprite's animation. However, I recently stumbled upon the issue of putting together collisions for ...