A process of adjusting game objects position after collision.
17
votes
6answers
419 views
+200
Hexagon collision detection for fast moving objects?
A object has a position and a speed vector. Usually only the position is used to check if two objects collide, this is problematic for very fast moving objects as it can happen that the object moves ...
2
votes
2answers
102 views
Meaning of offset in pygame Mask.overlap methods
I have a situation in which two rectangles collide, and I have to detect how much did they collide so so I can redraw the objects in a way that they are only touching each others edges.
It's a ...
2
votes
3answers
86 views
Determining which edge a collision occurred on in a platformer
First of all, this will be Open Source, and you will be mentioned for the help.
We've been programming a Super Mario Remake for the iPhone with Cocos2d for school.
It looks pretty great, and we ...
5
votes
2answers
213 views
Calculating impulse propagation through a rigid body after a collision
I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision.
For example, in the following diagram, if there is a collision that results in ...
0
votes
1answer
89 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 ...
3
votes
0answers
49 views
Is it possible to get the colliding sides using the separating axis theorem?
The title says it all, is it even possible to get the colliding sides?
I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
2
votes
1answer
280 views
How to calculate collision normal between two AxisAlignedBox's?
I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's.
I am checking for collisions using the "intersects" ...
1
vote
2answers
69 views
When to detect and respond to collisions?
I've usually implemented collision detection like this in the past:
Move entity
Check if it collides with anything
Resolve the collision by moving it back
That's also the approach employed by most ...
1
vote
1answer
78 views
How to deal with pushing objects out of collision in a physics engine
I'm developing a 3D physics engine (I know, I should use one of the many good existing physics libraries, however my collision detection is optimised for objects with highly ordered highly complex ...
-1
votes
1answer
58 views
Algorithm behind targeting mechanism used by the player characters in Bionic Commando and Just Cause
In Bionic Commando (2009) and in Just Cause 2, the player's character is able to target, using a "hook based one arm mechanism" almost anything and is able to propel itself to it and perform several ...
-2
votes
1answer
50 views
2d tile map collision [closed]
trying to set up bounds on ground so i can test for collision. the map is tile with 2d int array. where its '2' there is ground. loop though the 2d array and store all bounds in ArrayList = new ...
-1
votes
0answers
27 views
java 2d array tile map collision [duplicate]
i a 2d array and iam using this to create my map. and i am looping though the array and where its 1's i am print blue rect etc....
minus cameraX and cameraY to move the rect when user right right or ...
3
votes
3answers
124 views
XNA Collision is quircky/wobbly, how to improve?
I am sorry if this was already answered but I couldn't find the answer.
So I am doing a tile based platformer and when I was making collision I had quiet a struggle I looked here and googled for ...
-1
votes
1answer
184 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
votes
0answers
42 views
making breakout controls [closed]
I am trying to create breakout game like this below.
http://www.2dplay.com/break-out/break-out-play.htm
I like how when balls bounces on paddle you have control over where it is goings. i need help ...
0
votes
1answer
69 views
collision between two objects
to test collision i am using intersect function.
if(this.getBounds_ball().intersects(this.getBounds_rect()))
{
but the problem is i dont know how to test where the ball is collision from.
i was ...
-5
votes
2answers
88 views
Should I negate a variable or use absolute value? [closed]
this is how i was chaning ball postion
if(...) //if ball goes to left of screen
dx = -dx
if(...) //if ball goes right of screen
dx = -dx;
i found some people using math.abs to move ball ...
0
votes
1answer
57 views
Differences between Overlap and Intersection testing?
I have heard of techniques such as overlap testing and intersection testing for collision detection and collision resolution.
I looked up on the two techniques, but I don't see what differences they ...
4
votes
1answer
213 views
Help me please to choose proper path-finding algorithm
I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario:
Units - any shape. But in most cases rectangles of ...
-1
votes
0answers
58 views
AS3: Handle collision with ground. Velocity's and hitTestObject() [closed]
I'm working on a sidescroller game but i'm having issues with my screen region and collisions.
I will just stick to 1 problem because once this is fixed i can probably also fix my screen so it scrolls ...
0
votes
0answers
47 views
asteroid collison
I have Asteroids stored in an 'enemyStore' arraylist. Now I want to set up collisions between these asteroids (20ish of them). I want to make it some what real so that if asteroid bump into each other ...
3
votes
0answers
74 views
Simple movement restrictions to semi-realistically model human movement in top down 2D game?
I am writing a sports simulation game in which the simulated players will interact physically with each other (i.e. tackle, push, bump...) as well as do individual actions such as changing direction ...
1
vote
2answers
142 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. ...
0
votes
2answers
54 views
collision test between ball and rect [closed]
need help with collision between ball and rect. i dont know how to test if ball hit the rec from top, bottom, right or left.
x = ball x
y = ball y
radius = ball width and height
rx = rect x
ry = rect ...
-1
votes
1answer
121 views
Pixel perfect collisions for platforms
i'm trying to do a pixel perfect collision but i don't know how to handle collisions when there is a jump . Here i have one image of a sample map:
But maybe I've done a bad supposing all pixel like ...
3
votes
1answer
289 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 ...
-1
votes
2answers
98 views
Tile Based Collision Checking In Java?
I have my map stored in 2 arrays:
Tiles : Tile names
TileTypes : SOLID or BASIC
I want to be able to walk through BASIC Tiles (Like ground tiles).
But not the SOLID Tiles (Like wall tiles).
I ...
3
votes
1answer
80 views
Collision Response: game character vs. density function
Introduction
I am working on my own "novelty" game-engine project, where the world is represented by a continuous density function. It has only one interface, a function that returns the density at a ...
2
votes
1answer
113 views
Collision Resolution: How to avoid Interpenetration/Tunneling Caused by Prior Collision Handling? [duplicate]
My game processes world collisions followed by entity collisions. The problem here is that entities can break through walls the next frame when world checks are run again as a result of the prior ...
2
votes
1answer
178 views
Get intersected volume of two planes in 3D
I'm working on AABB - AABB collision response and I'm having trouble figuring one part out. My situation is as follows (see image).
I have a player AABB (blue) and an object which collides (brown). ...
1
vote
1answer
223 views
How to detect screen boundary using AndEngine GLES1?
I am using the AnalogOnScreenControl to move my sprite around the screen. I would like to restrict the sprite so it can not move outside the screen boundaries.
I have tried putting a line at the ...
1
vote
1answer
289 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 ...
12
votes
3answers
609 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
1answer
119 views
Slide effect in voxel collisions
I'm making a voxel engine, and I'm trying to figure out the right way to make efficient collisions with a slide response (making the player slide against the wall).
Currently my collisions are pretty ...
1
vote
2answers
157 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 ...
1
vote
1answer
87 views
Confusing with an articles wording on Clamping a Vector2
I have been reading an article on Collision Detection and how to resolve it.
http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/
In the section describing an AABB vs Circle, ...
1
vote
1answer
452 views
2D OBB collision detection, resolving collisions?
I currently use OBBs and I have a vehicle that is a rigid body and some buildings.
Here is my update()
private void update()
{
camera.setPosition((vehicle.getPosition().x * camera.getScale()) - ...
3
votes
1answer
147 views
How to handle collision resolution in a top-down car game?
I have a top-down car game which takes place in an arena. The game is very very light on physics, so I'm not actually using a physics engine. The cars' movement is mostly managed by a struct I called ...
0
votes
0answers
153 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 ...
3
votes
2answers
332 views
XNA 4.0 / C# Collision Response
Okay, this is really starting to annoy me.
First of all, detecting collisions is nice and easy. I have a list of tiles,
and a player. The player and each tile have their own rectangles. (The tiles ...
0
votes
2answers
139 views
Why does this collision detection & resolution code only work for one side?
I am having a bit of trouble with my collision detection. It only works correctly for the right side, meaning, if I enter the tile from any other side, it brings me to the right side.
Here is my ...
0
votes
2answers
185 views
How can I get accurate collision resolution on the corners of rectangles?
I have a working collision system implemented, and it's based on minimum translation vectors. This works fine in most cases except when the minimum translation vector is not actually in the direction ...
4
votes
2answers
138 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
votes
2answers
162 views
My 2D collision code does not work as expected. How do I fix it?
I have a simple 2D game with a tile-based map. I am new to game development, I followed the LazyFoo tutorials on SDL.
The tiles are in a bmp file, but each tile inside it corresponds to an internal ...
1
vote
1answer
249 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 ...
3
votes
1answer
205 views
Collision resolution - Character walking on ascendent ground
I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not ...
0
votes
0answers
106 views
Simulating smooth movement along a line after calculating a collision containing a restitution of zero in 2D
[for tl;dr see after listing]
//...Code to determine shapes types involved in collision here...
//...Rectangle-Line collision detected.
...
2
votes
2answers
141 views
Typical collision detection
I would like to know how is the typical collision detection of most games. For example, you control a character which can move in 2 dimensional directions (except up and down). Now lets asume he walks ...
1
vote
1answer
100 views
Help with Collision Resolution?
I'm trying to learn about physics by trying to make a simplified GTA 2 clone.
My only problem is collision resolution. Everything else works great.
I have a rigid body class and from there cars and ...
1
vote
1answer
304 views
How do 2D physics engines solve the problem of resolving collisions along tiled walls/floors in non-grid-based worlds?
I've been working on implementing my SAT algorithm which has been coming along well, but I've found that I'm at a wall when it comes to its actual use. There are plenty of questions regarding this ...
