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

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How to detect a collision between a isosceles trapezoid and a circle

I figured one approach would be to divide the trapezoid in three parts, two triangles and a rectangle in the middle. Then for the circle-rectangle case I would check collision like this: function ...
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1answer
26 views

How can i handle collision response in a voxel game?

I'm making a voxel game with cubes - like in minecraft - and I have figured out how to check wether the player is colliding with a voxel, I have just done it by checking wether the player is within a ...
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1answer
182 views

Collision detection doesn't register until player sprite jumps

I have implemented a shooting mechanic into my game, and the act of shooting works fine. The shooting work is done in my "game1" class. The issue that arises is when I incorporate collision detection ...
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1answer
75 views

Swift - How do I detect the exact point at which two “SKPhysicsBody(edgeFromPoint:” type physics bodies intersect in sprite kit

I have two physics bodies attached to two separate sprite nodes using Sprit Kit. One is a vertical line and one is a horizontal line: //sprite with horizontal physics body ...
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1answer
179 views

Adding a small slide when player releases left/right key

The aim is for the player object to slow down and stop instead of just stopping dead. The following codes works ok when the player is not jumping, but gets stuck in an object if the player is in the ...
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2answers
73 views

Why does player still leave map?

I'm making a simple HTML5 RPG in pure JavaScript likened after Nox, Diablo or Titan Quest, with the character centered on the screen and the map moving around it. TL;DR: My character, when colliding ...
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1answer
20 views

Is it possible to detect contact with every frame change when using an animation in SpriteKit?

Is it possible to detect contact with every frame change when using an animation in SpriteKit? For example, if I have two nodes of a person walking, I want to detect contact with the ground each time ...
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2answers
1k views

OpenGL : Suggestion on handling collision detection and vertex data?

I was thinking how to do collision detection in my OpenGL application and came to conclusion that I should keep two copies of my geometry data. 1)First copy : Only for OpenGL rendering purposes.This ...
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1answer
60 views

My “puck” model object falls right through the “table” model in jMonkeyEngine

So I am trying to learn jMonkey, I have understood everything so far, and I thought I understood how to make objects solid, so things can't go through each other. When I create my Collision shapes, I ...
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2answers
515 views

How to stop objects pushing each other away on collision?

I'm creating something along the lines of Super Smash Brothers. There's a problem with the collision between the two players and projectiles. We have rigid body on the characters and projectiles and ...
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0answers
465 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 ...
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1answer
466 views

Game object position issue in unity3d

I have a set of objects placed on the same layer where all the objects are invisible except one. When I drag an object into a selected area, the current dragged object gets destroyed, and the object ...
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1answer
60 views

How does matrix based game physics (collision detection & response) work?

I'm familiar with how to do collision detection and response using shape intersection tests, the separating axis theorem, and by using MPR and GJK with minkowski sums and support vector defined ...
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2answers
48 views

Unity3D Get collision without having Rigidbody

I am trying to detect a collision between 2 objects, each one of them has a Collider component. In the script I have the method OnCollisionEnter(Collision other) where I want to check if the collided ...
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3answers
506 views

How to handle collisions without ugly conditionals and type checking?

(I asked a similar question, but this one is far more specific). How can I handle collisions without having to do a lot of type checking and if statements? People here suggested that when spotting a ...
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0answers
35 views

Check if body is on the ground

In my game I have an quite irregular terrain at the bottom and a round ball which can be controlled by the keyboard. Is there any way to check, if the ball is currently on the terrain? This is very ...
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1answer
47 views

LibGDX - Tilemap Wall Collision Detection Issues

I cribbed some code from another web tutorial (SuperKoalio - https://github.com/libgdx/libgdx/blob/master/tests/gdx-tests/src/com/badlogic/gdx/tests/superkoalio/SuperKoalio.java) about detecting a ...
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1answer
100 views

Determine if Plane is seen by Camera

If I have an arbitrary plane (center and normal) or a quad (center, normal and width and height) and a camera (frustum, projection & view matrix, etc). Then how would I go about calculating if the ...
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6answers
12k views

How does a collision engine work?

How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through ...
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1answer
20 views

unity onCollisionEnter does not work

I know this question has been asked several times but none of the answers solved my problem. I made an sphere and gave it rigidbody. then I draged the sphere on to a new made prefab. on mouse-click ...
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1answer
823 views

How do I add a Rigid body and a box collider component to a Texture2D?

I am making a snake game. I'm basing it on a basic tutorial game, which does no collision detection, wall checking or different levels. All snake head, piece, food, even the background is made of ...
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2answers
465 views

Find closest point on NavMesh if current target unreachable

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ...
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1answer
41 views

Is my collision-free location script working?

I've recently been learning C# and I wanted to take one of my 2D tutorials to Unity. I reached a step where I need to spawn my new sprite into a collision free location. I've followed direction - ...
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0answers
28 views

Why are my smooth curved meshes bumpy?

Reference .gif of what I'm experiencing I've been trying to create smooth surfaces for my game in Blender, mostly curved ramps. However, for some reason I can't get the ball to roll smoothly along ...
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1answer
32 views

Objects phasing through each other in physics engine

I'm writing my own physics engine right now (following this tutorial), but I'm running into some problems. Sometimes on collision, objects will just phase through each other instead of bouncing off of ...
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1answer
82 views

Libgdx using Box2d with TiledMap to create collision detection

I'm fairly new to Libgdx and have some good basic knowledge on Java. Right now I am stuck on how to add collision to my TiledMap, I am using the Mapeditor to create the tilemap. I read so many ...
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0answers
20 views

Where to put collision detection and resolution with Verlet Velocity?

I've implemented a 3D Verlet Velocity integrator with variable-velocity forces following this awesome answer: How can I implement gravity? I've used only freely-moving spheres for now, applying ...
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1answer
33 views

How to go about an intermediate collision resolution system?

I would like to know a better way of collision resolution than I am currently doing. My current collision system stores the current positions and previous positions of each object. When an object ...
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2answers
101 views

Double buffer - Managing Collision

I'm thinking about how I should manage collisions in my game. I'm thinking about having a "Collision" class that checks for collision, and in case takes actions to resolve them. My problem is this: ...
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1answer
419 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 ...
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0answers
99 views

Using Box2D in LibGDX, is there a reason a fixture set to be a sensor would only -sometimes- detect a collision?

I am working on a 2D game in LibGDX. Currently, I am testing interactions between a player's weapon and enemies - in particular, a sword and an enemy monster. The player has a hurtbox and the sword ...
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3answers
69 views

Best collision algorithm for Axis Aligned Bouding Boxes [duplicate]

I have a number of quads (suppose like 20-40) and i want to quickly check the collisions between any of them. I would like to know if there's a quick algorithm to do that 60 times per second without ...
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1answer
22 views

Trying to Create a Sprite Wall [closed]

I am trying to develop a Android Game using Canvas and Animation Sprites in a SurfaceView. I didn't have any issues creating the Animations but my problem is now that i would like to implement a Wall. ...
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1answer
40 views

Collision with player following mouse

I'm making a RPG with libGDX. I've loaded a TiledMap and now I'm implementing the player movement. The view is top-down. In my game I want two ways of input: one is using the ARROW keys to move the ...
0
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1answer
510 views

Swinging a sword in Xcode with Sprite Kit

I'm working on making an RPG in Xcode, and I'm having a major gameplay issue when it comes to having my character swing his sword in a way that is realistic and gameplay compatible. Right now, when ...
4
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1answer
132 views

Half top-down view collision and mechanics

I'd like to create a game with a half top-down (2d RPG) view (I don't know the exact name of it). It would be 2d, but I'd like to add 3d-like collisions. For example: If the grenade lands on the ...
0
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1answer
66 views

Moving a Polygon based on Camera position [JAVA]

I am in the process of implementing TMX Maps (made in Tiled) for my game. In Tiled, I can create polygons, which leaves a tag, containing the points. Loading in these points to a Polygon ...
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1answer
63 views

Implementing a 2D Collision method that can tell direction of collision (boxes)

Been searching for quite a while now and really struggling to find an easy way, or a good tutorial on how to create a collision detection system which can indicate what side on a box a collision has ...
2
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1answer
215 views

How to impale and stack targets correctly according to the collider and its coordinate?

I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a ...
2
votes
2answers
276 views

Sprite Kit - containsPoint for SKPhysicsBody?

I have a ball bouncing around the screen. I can pick it up and drag it onto a "bucket". When my touches finish, I use the containsPoint function to check and see if I have dropped the ball onto the ...
2
votes
1answer
444 views

Why is OnCollisionEnter2D called when it's layer's collisions are being ignored?

I'm sure this is down to my lack of understanding of the unity physics system. I'm trying to implement a simple one-way platform for a 2d game and have got stuck on creating a reliable way to let the ...
2
votes
3answers
145 views

Box2D Issues determining the side of collision

I'm trying to determine which side of my object a collision is happening. In all of my searching, I have found 2 different proposed solutions, but each one has a major issue. I'm hoping that someone ...
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votes
2answers
108 views

Java 2D Game Hitbox Detection & Rounded Corners

I am working on a simple 2D game with Java, swing and no framework. I have a rectangular player that the user can move around. On the map are few obstacles which the player should not be able to go ...
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1answer
190 views

Player Gravity Questions

I've made it so that all entities have complex box colliders for hit detection purposes. These entities also have character controllers on them. The problem? Gravity, or lack thereof. When the ...
1
vote
1answer
47 views

How can I determine “exact moment” of collision with ray casting?

I'm currently brainstorming how the physics for my game engine is going to be handled. It's top down and I'm thinking of using ray casting for collision detection. I've reached two potential problems ...
0
votes
1answer
87 views

Is the standard collision detection in Slick2D too heavy for broadphase?

I was wondering two things about the built in shape detection of Slick2D. When executed on a lot of shapes, how performant are the intersects and containsmethods, and what kind of algorithm is behind ...
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votes
1answer
27 views

Collision problem JBox2D

I work with Processing and the JBox2D library and wanna code a new Ping Pong game. But if I move the player to the top border (or lower border), he collide on a wrong position. The picture shows ...
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2answers
620 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 ...
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1answer
78 views

How to retrieve vertex information from ID3DXMesh

I need to know the position of each vertex (and triangles) from a mesh (a pointer to ID3DXMesh, created by calling functions like D3DXCreateBox, D3DXCreateTeapot and D3DXCreateSphere) to perform some ...
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1answer
162 views

Separation of axis theorem implementation at normals

This might be more of a math question, but it relates to the development of a simple physics engine I am trying to create. I have been stumped on this for about a week now, and have been unable to ...