A process of adjusting game objects position after collision.

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3
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0answers
43 views

Circle Collision Resolution and Angular Momentum

I have a 2D engine working pretty well that involves rectangles and circles. I just reworked parts of the collision detection/response system for better handling of angular speed/momentum. The ...
0
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1answer
422 views

Separating axis theorem implementation flaky minimum translation vector based on triangle orientation

I've implemented some collision detection using separating axis theorem. Works fine for axis-aligned rectangles and two out of four possible right triangle orientations. For some reason when the ...
0
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1answer
46 views

Circle Depth Penetration

I'm resolving some collision between circles and I keep getting this problem. Note: The rectangles are perfect squares fitting the circles so when I type rect.Width I mean the radius of the circle. ...
0
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1answer
75 views

Collision between a sphere and a mesh(height-map)

I am trying to implement a method that detects the collision between a sphere and a mesh and reflects the vector of speed. I have a method, that detects a collision between a sphere and a triangle and ...
1
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0answers
19 views

Implementing Separating Axis Theorem to Detect and Handle Sliding Collisions

I am having a bit of difficulty detecting collisions properly with separating axis theorem. My code seems to be giving a lot of false alarms. Also, I've looked into implementing sliding collisions ...
1
vote
1answer
216 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 ...
0
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1answer
175 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
votes
2answers
188 views

2D Collision response - rotating, moving polygon hitting a wall

I'm trying to bounce a polygon that has both velocity and angular velocity off a (immovable) wall when one of the vertices collides with it. I can detect the collision, and I've worked out how to ...
1
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2answers
78 views

Collision Response in Entity Components Systems

This question seems to be a duplicate of mine, but I don't think it is. I'm trying to build a game using an ECS, but I want this ECS to be as simple as possible, therefore I am eschewing messages. ...
0
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1answer
112 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) ...
0
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1answer
139 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 ...
0
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1answer
354 views

Collision in PyGame for spinning rectangular object.touching circles

I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision ...
1
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0answers
55 views

AABB collision resolution issues

I'm trying to make a character collide with some tiled terrain. I have an issue with the collision resolution, and after days of shooting in the dark ant not finding any relevant help online, I'm no ...
4
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4answers
388 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 ...
0
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0answers
57 views

My sprites do not always respect collisions in Pygame

I have a Player sprite (40x40 pixels) and Tiles (20x20 pixels) which build the terrain. At the 4 edges there are 2 rows or columns (depends on vertical or horizontal) of wall tiles. Those are the ...
0
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2answers
107 views

How to keep a shape inside a rectangle

So i'm making a game which is based on randomly generated rooms and i need a way to keep the player inside them and make the player glide when he collides with the room's bounds. I currently have a ...
0
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0answers
21 views

JBullet - Object is colliding at the wrong location!

I'm trying to make archers walk on my ship. I create the ship mesh like this: { Model mesh = null; try { mesh = OBJLoader.loadModel(new File("res/ship.obj")); } ...
1
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2answers
141 views

Help with Resolving Pixel Perfect Collision

Hi I'm having trouble resolving "Collision detection between axis-aligned bounding box and bitmap (pixel perfect) terrain on a Worms type game". (Read previous question to find more information about ...
1
vote
1answer
109 views

Rigidbody physics concept: Why translate collision shape on-the-fly instead of mutating it?

Crossposting at http://stackoverflow.com/questions/29993547/rigidbody-physics-concept-why-translate-collision-shape-on-the-fly-instead-of-m I've spent some time going through physics engine's ...
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0answers
31 views

How to use collision masks and overlap_area in pygame?

So, I've been prototyping a game, and I've been using sprite collision, and it's not cutting it any more. I read up on the documentation about masks and overlap area: ...
3
votes
2answers
87 views

How do I calculate rotational impulses in rigid body collisions?

I'm writing a simple 2D physics engine to help me understand the inner workings of physics engines. I'm following Randy Gaul's tutorial which can be found here and It's been extremely useful and ...
0
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0answers
43 views

How to calculate multiple collision of sphere and triangles?

I have a sphere and a mesh(triangles). When the sphere intersects the triangle, I reflects the vector of speed and everything works fine. But I can't write a good implementation for multiple ...
0
votes
0answers
30 views

JBullet - Two RigidBodies will not collide

I am adding two ships into my collision world. (The green dots are the collision shape (an ObjectArrayList) that I am passing to the ConvexHullShape) However they don't seem to collide. In fact, ...
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0answers
33 views

Collision callbacks in a javascript engine [closed]

I'm making a game engine in javascript for Educational purpose. I already have the collision detection and collision response parts and are working fine, but i want to let the user define his action ...
3
votes
1answer
211 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: ...
1
vote
2answers
101 views

Circle-Circle collision resolution

This seems easy but I can't figure it out, when I have one circle(c1) collide with another(c2) I give the c2 circle the heading of c1 and send the c1 circle on the normal vector to the heading (the ...
0
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0answers
42 views

How can I create a collision like the ball and peg in Peggle?

I'm making a game which requires the same type of collision as Peggle. I know of the 3 main types (elastic, inelastic and perfectly inelastic) but those result in both objects moving after the ...
0
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3answers
125 views

Bringing islands close together programmatically

I generate island/continent maps and I want to make a grand archipelago of sorts where all these islands are located. The problem is that I don't know a smart way to place the islands programmatically ...
-1
votes
1answer
54 views

How do I calculate force from collision between 2 rigidbodies in 2D?

I have a physics engine based on the Game Physics Engine Development by Ian Millington. In chapter 7.1.1, it provides the formula: V = (pA.Velocity - pB.Velocity) * (pA - pB).normalized where V is ...
0
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0answers
19 views

How do I find at least the closest penetrating point with SAT? [duplicate]

For more accurate simulations, I want to find the closest point of another polygon to one polygon's center when they collide. Is this possible with the SAT algorithm? Is it a good strategy at all for ...
1
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0answers
37 views

2D Polygon Collision push direction with large polygons

I have a collision detection/resolution implementation that uses the Separating Axis Theorem. Detection and such works perfectly fine, as well as resolution for most objects/shapes in my game. ...
1
vote
3answers
335 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
votes
1answer
42 views

How to prevent constant adjustments form collision?

I'm try to clone a popular 2D platformer as a project. For both the player character and enemies, whenever I constantly check to see if they are walking on the ground or floating platforms, they ...
1
vote
2answers
113 views

Defining collision response in an Entity system

I'm building a really simple top-down 2d shooter which uses an Entity Component pattern. I've added several different entities to a level and given them different collision groups. I have an entity ...
1
vote
1answer
57 views

How to implement this collision detection function?

I would like to know how to implement this collision detection function, but I'm not even sure what it's called. The input shapes are 2D convex polygons, with an optional "rounding radius": imagine ...
1
vote
3answers
427 views

Collision between AABB and Circle

I'm programming collision systems for a 2D game engine. The idea is that different systems can interact with each other. So one of the cases would be check collisions between axis aligned bounding box ...
0
votes
1answer
100 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
votes
1answer
70 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 ...
1
vote
1answer
609 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
votes
1answer
75 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 ...
0
votes
1answer
113 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. ...
0
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0answers
43 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 ...
0
votes
2answers
74 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 ...
0
votes
1answer
146 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, ...
0
votes
1answer
61 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) { ...
0
votes
2answers
109 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 ...
2
votes
1answer
474 views

How do I avoid causing more collisions, when resolving multiple AABB collisions?

I have a lot of AABB bouncing on the screen. Doing collision/response between 2 AABB is fairly easy, but how do you handle this when you can be pulling AABB's apart but making them getting into ...
3
votes
2answers
825 views

How do I avoid 3D AABB collision response getting stuck at block edges?

I want the player to be able to slide along cubes, but without getting caught at the seam between 2 adjacent cubes. I've gotten it so that I can do x collision, with sliding, and y, and z, but I ...
4
votes
1answer
1k views

How do I make a collision between AABBs slide?

I have a room with objects inside. Each object has it's own AABB. I know how to check for collisions between the objects with an AABB-AABB intersection. How do I calculate an appropriate collision ...
5
votes
2answers
2k views

How do I resolve a collision of a rectangle with two rectangular tiles at once?

I am having some problems with collision detection between a player and the environment in a tile-based game. I have a player objects, Tiles and what I call MapObjects. The tiles are all 16×16. The ...