Tagged Questions
12
votes
3answers
651 views
Resolving a collision with forces
In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position.
Doing this "pushes" the first AABB ...
1
vote
2answers
184 views
Find the Contact Normal of Rectangle Collision
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given.
Basically, I have two rectangles (AABBs) that ...
3
votes
1answer
293 views
2D Motocross physics
I'm looking into making a 2D motocross bike game with plausible physics.
It should look like this:
For a first try, I've created only the player (a motocross driver) and the map (consisting of ...
3
votes
2answers
334 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 ...
3
votes
3answers
1k views
Implementing Separating Axis Theorem (SAT) and Minimum Translation Vector (MTV)
I was following codezealot's tutorial on SAT and MTV and trying to implement it myself but I've come a cropper when it comes to getting the correct MTV. Here is my example: (Cue pretty pictures...)
...
2
votes
1answer
847 views
How to resolve concurrent ramp collisions in 2d platformer?
A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky ...
