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

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2
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0answers
138 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
247 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 ...
3
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1answer
831 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 ...
1
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1answer
162 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, ...
2
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1answer
550 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
406 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
722 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
328 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 ...
0
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1answer
215 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
374 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
198 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 ...
-1
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1answer
333 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 ...
3
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3answers
427 views

2D game with 3D collision?

How do they do this bounce? Looks awfully complicated in 2D.
2
votes
2answers
613 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
votes
1answer
205 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
345 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
800 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
387 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
votes
1answer
290 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
171 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
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1answer
273 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
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2answers
362 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
416 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
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2answers
3k 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 ...
-1
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1answer
455 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
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2answers
620 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 ...
4
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2answers
500 views

Allowing a player to walk up and down slopes without resistance

I am trying to implement a platformer where both the player and the level are made up of arbitary polygons. One requirement is that the player can stand still on slopes, and walk up and down them ...
6
votes
2answers
2k views

Small, High-Speed Object Collisions: Avoiding Tunneling

EDIT/UPDATE: My biggest question right now is whether step 3's "t=..." equation is a good idea or there a better way to do it. Most other issues have been partially or fully addressed, but no ...
1
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1answer
622 views

How to simulate cylinder shape in collision detection?

AFAIK, many physics engines like Physx and Havok don't incorporate cylinder as basic shape because it is expensive than sphere, box and capsule. But bullet engine does incorporate cylinder as a basic ...
2
votes
1answer
100 views

Robust “soft” platform collision using SAT

We'll start with the questions, then a pile of background: How do you rigorously and thoroughly define "soft collision" of the Mario-esque type (if I start above, or in a jump my feet apex above a ...
0
votes
1answer
380 views

cocos2d collision detection between two ccsprites i am using boundingBox but this method is not working [closed]

I am making a cocos2d side scroller and I am currently putting collision detection in. I have an enemy that shoots at the player. I want to have the bullets disappear when they hit the player. The ...
0
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2answers
145 views

Help choosing a collision prediction method?

This takes a little backstory, bear with me. This is also a very general question, and I'm aware that without greater specifics the best answer might be "it depends." So the context is that we're ...
0
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1answer
323 views

Having to check collisions twice per game tic

I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, ...
0
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2answers
630 views

Pygame - CollideRect - But How Do They Collide?

I'm having some trouble figuring out how I can handle collisions that are specifically colliding on the top or bottom a rect. How can specify those collisions? Here's a little code snippet to give ...
1
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1answer
1k views

Moving bounding box in 3D using Libgdx

How do i go about moving a bounding box in libgdx? I want to make the bounding box capture my character and move with him. So ideally i want to be able to copy my vector 3 from my model instance and ...
0
votes
2answers
106 views

How to cancel out simultaneous collisions in libGosu?

I am working on an Asteroids remake. When the player's bullets hit a large meteor, it should break apart into 2 smaller meteors. This works when the player is only firing one bullet, but when the ...
1
vote
0answers
357 views

How to identify whether the boundingvolume intersects with walls or floor when it doesnt return normals?

My game in jMonkey is the kind that use will have to place objects in a scene (which consist of walls and slabs and floor). All my models are centered at origin. When the user click a point I use ray ...
7
votes
3answers
829 views

Reusable top-down collision class

I've recently picked up monogame and am working on a simple top down game to get me started and learn the basics. I've got the movement and the rotation to follow the mouse sorted out but I'm stuck ...
3
votes
1answer
1k views

Pixel Perfect Collision Detection in Cocos2dx

I am trying to port the pixel perfect collision detection in Cocos2d-x the original version was made for Cocos2D and can be found here: ...
0
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1answer
139 views

How to place an object so that it does not overlap the objects in my scene?

In my game, the user has to click at a point to place an object (mesh). I can cast a ray and find the horizontal point where the object can be translated and then attached to rootNode to display it. ...
6
votes
1answer
323 views

Collision Detection problems for vertically moving platforms

Background My game is a static screen (ie, no scrolling) 2d platformer and my CD routine is split into 2 - after vertical movements, (ie, gravity etc) I check for collisions, and if they are ...
0
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1answer
122 views

Rectangle collision doesn't work on WP 8

Collision detection is not working correctly when my 64x64 pixel block touches a bigger block. The big(rect2big) block measures 128x128 pixel. The falling block should change it's color to black when ...
2
votes
0answers
209 views

How do I compute the angle between a pixel on an irregular curve and a circle colliding with it?

I'm building a custom physics engine to accompany a level-editor. This image shows how the level-editor outputs levels: Now, some explanation is in order. The curve is defined by the red points. ...
4
votes
1answer
383 views

Simple 3D collision detection for general polyhedra

I have correctly set up a SAT system. I now need to determine a simple, fast, and general purpose collision detection mechanism to identify the collision points. These points will then be used to ...
0
votes
1answer
209 views

Collision Issues

When I run the collision code, there are no errors, but when I shoot the enemy nothing happens..... Any problems that are blindingly obvious? Class Level Variables public Model model { get; ...
-1
votes
1answer
1k views

Xna tile map collision

I finally found a tutorial on tile maps and loading them in from a file that I understand (http://circlessuck.blogspot.co.uk/2012/09/xna-tutorial-basic-tile-engine-part-2.html), however the tutorial ...
0
votes
1answer
338 views

Collision Detection: Simulation Inexplicably Slowing Down/How To Efficiently Calculate Extremes In Each Dimension

BACKGROUND: As discussed here: Fast 2D collision detection in an unbounded space I am working on a collision detection algorithm for a simulation. The catch that makes this case unique is that the ...
1
vote
1answer
596 views

Box2D: Efficient method to create b2Chainshapes for a tile-based map?

I'm working on a platforming game with tile based levels. I store the collision model for my tileset in an array. This is how the collision model for a 4x4 tilesheet would look like (I can't post ...