1
vote
0answers
55 views

how to project a collision between a pair of polygons under rotation?

I am trying to create a physically plausible 2d physics engine. I have read many documents about detection of collisions, contact resolving, interpenetrations, projection, separating axis theorem ...
0
votes
0answers
81 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, ...
-1
votes
1answer
73 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 ...
1
vote
1answer
431 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 ...
4
votes
2answers
283 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 ...
4
votes
1answer
205 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 ...
-1
votes
1answer
359 views

How was traditional 2D collision detection/resolution being done? [closed]

Just out of pure curiosity, I'm wondering how classic 2D games of the 80s/90s (The Legend of Zelda, Super Mario, Warcraft, ...) approached collision detection/resolution. For some reason I can't ...
1
vote
2answers
553 views

Resolving 2D Collision with Rectangles

For about a week I've been trying to grasp the basics of collision, but I've been driven to the point of wanting to just give up on everything when it comes to collision. I just don't understand it. ...
1
vote
1answer
586 views

2D tile-based collisions: using different methods by tile?

I'm trying to write a collision handling method that handles each of the 9 potentially colliding tiles (the player's and the 8 around him) differently according to a "CollisionType" value attached to ...
4
votes
2answers
162 views

Why is my collision resolution failing on the corners?

I'm tearing my hair out trying to work out how to handle my collision resolution at the corners of the rectangles that I'm colliding with. The code that I'm working with is: class Player(object): ...
1
vote
1answer
356 views

How to make a stack stable? Need help for an explicit resting contact scheme (2-dimensional)

Previously, I struggle with the sequential impulse-based method I developed. Thanks to jedediah referring me to this paper, I managed to rebuild the codes and implement the simultaneous impulse based ...
4
votes
1answer
1k views

Collision with tile corners/seams in 2D platformer

There seems to be a lot of somewhat related questions answered already, but none I read answered my exact problem. I have a 2D platformer whose world is made entirely out of tiles that are in a ...
3
votes
2answers
410 views

Collisions between moving ball and polygons

I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D ...
2
votes
1answer
1k views

2D platformer multiple rectangle collision cause jitter

I posted this question two weeks ago: 2D platformer corner collision and I implemented NoobsArePeople2's solution. Problem is, when player intersects two rectangles that are inside each other, he ...
17
votes
4answers
3k views

How to deal with corner collisions in 2D?

I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it. Whenever my player sprite character attempts to move into a position ...
11
votes
3answers
3k views

Collision resolution in case of collision with multiple objects

I have static objects and movable objects. The collisions are detected using the separating-axis-theorem. For example, in this situation I have two static objects (in red): and a movable object ...
12
votes
4answers
2k views

How do I calculate rotation caused by bounce friction?

Following on from my previous question: I have the ball quite realistically bouncing from surfaces it hits. Now I'd like to make it spin from the friction of the hit. Showing this is simple enough: I ...