A process of adjusting game objects position after collision.

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43 views

How to resolse collision between moving and static AABB?

What I have is a map represented as list of Rectangles and player's rectangle. Also I have function to determine depth of the collision: Point TestAABBAABB(Rectangle a, Rectangle b) { ...
2
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1answer
20 views

Collision detection between axis-aligned bounding box and bitmap (pixel perfect) terrain

Working on a Worms-type game, I have my objects in bounding boxes and they sit on the pixel terrain. Currently I am able to successfully do the collision detection for objects when they enter the ...
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1answer
25 views

Cocos2d - Physics bodies randomly loosing Velocity along an axis after impact

This just started occurring and seems to randomly happen during, and between, game sessions. A dynamic moving body collides with a static body and instead of bouncing off looses (almost completely) ...
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1answer
48 views

How do I get realistic sliding contact between objects in a voxel grid?

I have a 3D grid of voxels in my game. Entities walk around with simple physics that represents them as an axis aligned bounding box with velocity, mass and acceleration. The way I'm doing collision ...
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0answers
31 views

Cocos2dx+Chipmunk: Fully elastic collision between moving bodies

I'm using Cocos2dx and the built in Chipmunk physics engine, and currently I've got my PhysicsBodys' materials set up with: Density=0 Restitution=1 Friction=0 in order to get fully elastic ...
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1answer
66 views

Unity: Smooth collision

I'm making a topdown 2D RPG in Unity. All moveable objects have Rigidbody2D-components with gravity set to 0, linear drag set to 5 and different masses. Walls are stationary boxes with BoxCollider2Ds. ...
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25 views

PhysicsJS object falls through the world

I have a problem while using PhysicsJS when it comes to collisions. I created a physics world, an object and applied gravity. I put the object at a certain position, it falls down because of the ...
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1answer
80 views

How do I calculate the bounce vector of a ball hitting the starting point of a segment?

I have a ball (with parameters x, y, radius) that travels on the screen (with vectors directionX directionY) and can collide with a segment with random slope (with parameters startX, startY, stopX, ...
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2answers
63 views

Stuttering Character When Colliding With Wall XNA 4.0 Help!

I'm trying to make a platformer game without tiles. I've made a collision handler to handle collision between Player and Stage(platform)and a collision checker, here's the code: public void ...
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1answer
40 views

Array Rectangle Collision Handling Inconsistency XNA 4.0 [closed]

I made a simple collision detection prototype.Here's the code for the Player class's collision handler: public void handleCollision(GameObject OtherObject) { ...
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2answers
58 views

Unity2D Best way to determine degrees between two colliding entities?

I'm trying to determine the collision-direction between two objects. I'll be using this for various things such as creating blood-entities in a specific direction proportional to where the other ...
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0answers
101 views

2D AABB vs AABB side of collision and collision depth

I realize there have been a multitude of questions involving 2D AABB vs AABB collision, but the questions and responses always avoid the simple questions that make it difficult. To keep things ...
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1answer
104 views

2D Collision : detection and design [duplicate]

So, listening to this very smart piece of advice, I've already completed a basic Tetris game. Moving on, I started a small breakout. But suddenly : a nightmare came. Collisions. Since I've been ...
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1answer
74 views

c++ - collision detection/resolution clipping

I'm trying to implement a collision detection system, and it is working for the most part, no overlapping (or at most very little overlapping) of characters, and wall collisions. The problem is that i ...
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1answer
142 views

AABB swept collision response with voxel world

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...
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0answers
51 views

Manual response when 2 shapes made of rectangular volumes collide

I have 2 compound objects made of rectangular blocks. One of them (the one that is moving) has a script that listens to OnTrigger callbacks. What I need is to position the moving compound object on ...
1
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1answer
86 views

Triangular Mesh Collision/ Resolution

I've been trying some different approaches for collision detection and now I want to try to implement simple Mesh-Mesh collision detection for triangular meshes. I'm wondering if I'm on the right ...
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0answers
89 views

Bullet Physics for Collision Detection and Smooth Response

I'm creating a game using LibGDX, and to prevent the need to spend lots of time writing collision detection code I've decided to make use of Bullet Physics, simply for collision detection and not for ...
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0answers
77 views

2D Distance Field as collision handler method

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
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0answers
87 views

Separating Axis Theorem contactNormal

I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision. Got that working. To continue with my collision response I need more ...
2
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1answer
99 views

My pool balls often jump around when there are two or more balls colliding/touching

I'm working through the book 'Introduction to Game Physics with Box2D' and I've created a little pool game with the example code. Despite the name, there is NO box 2D used in this particular exercise. ...
1
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1answer
282 views

Collision/Intersection of (2D) Ray to Line Segment

Given a ray (r0, r1) and a line segment (a, b), I need to calculate the normal of the line segment based on the direction of the ray. For example, in the following picture: The correct normal given ...
0
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1answer
67 views

Circle-line segment collision resolution

I'm trying to make a side-scrolling game using this method and I'm having some trouble getting it to behave right. The collision shapes consist of multiple connected line segments and I'm checking ...
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2answers
91 views

How to preserve topology for penetration correction?

I have a sorted list of blocks - some may overlap some may not. Each block has an ideal starting position and may be constrained to one axis. There are no velocity or acceleration or other forces ...
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3answers
184 views

Lerping character moving up and down slope tiles

So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic) Now, the question I ...
2
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2answers
92 views

Rendering after interpolating, renders inside/outside other objects

So, we're working out our interpolated render-coordinates during our render call and it's doing a fantastic job of smoothing everything out. All is great and collision detection is working to a ...
2
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1answer
100 views

How to calculate max region/area of 2d circles?

I have some 2d circles on a plane, each has its own minRadius and maxRadius. When two circles collides, both of them will shrink their radius, so the actual radius of a circle is in range [minRadius, ...
2
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1answer
126 views

How do I resolve a collision involving more than two objects?

I have working functions that compute the overlapping polyhedron, contact points, depth of penetration (DOP), etc. of the overlap between two objects with convex polyhedra shapes. I know how to ...
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0answers
84 views

Changing direction after collision

In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall. I want to do it by pressing the wall object with the mouse (before ...
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1answer
86 views

Smooth radial collision

I'm trying to make collisions smoother in my game. Currently, entities will stop completely when they collide with an obstacle. I saw the following article recently: ...
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1answer
66 views

Collisions and Lists [closed]

I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * ...
0
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1answer
140 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 ...
4
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3answers
273 views

How do I resolve a sphere-triangle collision in a given direction?

I am trying my hand at game physics. I understand that the basic way to pull back a sphere when it collided is to negate the penetration distance: // If collided... // `distance`: distance form ...
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0answers
72 views

How can I find the collision response between a moving sphere and cube?

I'm implementing my own algorithm for sphere and cube collision response. So far I'm able to only test if both of them overlap. My problem is: A cube is rotating around its axes i.e x and z axes. And ...
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2answers
280 views

How do I resolve a collision of a circle with two rectangle corners?

I'm writing a simple non-physical one-circle-to-many-rectangles collision detector/resolver. For collision detection, I'm using a very common algorithm, and it's working pretty well. For collision ...
0
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1answer
118 views

Collision detection recommendations [closed]

I am currently developing a prototype game for mobile devices in which the user will see several objects on the screen and will have to touch them one by one in the correct order to win. I guess it ...
1
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1answer
218 views

How do I implement space partitioning in entity component system?

My systems work on components without needing to now anything about entities. I want to implement simple grid partitioning, so each entity will be given a cell based on its current position. But how ...
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0answers
178 views

Realistic collisions with a kinematic rigidbody?

I have a car game where player drives a car; this car has a collider and a kinematic rigidbody attached and is completely controller by script (i.e. a script sets its position and rotation). In the ...
9
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4answers
808 views

Make the player run onto stairs smoothly

I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for ...
0
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1answer
267 views

How to properly handle top down 2D collision?

I can never seem to get this right, well polished at least. I'm creating a top down game in XNA, and collision has always been an issue for me to do properly. Detecting collision is fine, but ...
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0answers
54 views

Collision repositioning/resolution help [closed]

I've been having a trouble with moving objects out of the hitboxes they've just collided with. Here is my (relevant) code so far: Vector2 oposo = other.position; Vector2 poso = ...
3
votes
1answer
330 views

How do I avoid pathfinding characters getting stuck in corners?

I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy. What I ended up doing was get the first Tile in the path. ...
0
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1answer
471 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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0answers
151 views

Minkowski sum for circle + rectangle collision resolution (which 'side' was hit)

This question, on determining which side a rectangle has collided on (with another rectangle) has been a great help in writing my collision resolution code. However, I'm dealing with a circle and a ...
0
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1answer
129 views

How do physics engines like Box2D detect and respond to collisions between arbitrary polygons?

I've always wondered how collision detection like this was achieved, and I've always wondered what the response would be. Do they perform line-line intersection tests for each line making up the two ...
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1answer
165 views

2D Collision Resolution getting stuck on walls

I've been writing this collision detection system using a tutorial from an article I read and I just cannot for the life of me get it to function 100% correctly. Here's the code for starters: ...
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0answers
63 views

How can I solve this collisions? [closed]

I had tried to make an algorythm to solve box collisions, but it doesn't work as expected. The problem is the boxes wiggle along the space. I use box collision with circle texture. Example of the ...
3
votes
1answer
230 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
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2answers
426 views

Tile map collision and object handling

I want to program a game. In this game there is a tile map and objects that interact with it and them self. For that I made first a TileMap class, in it is only the data of the tile map. Its a very ...
0
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1answer
145 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> ...