A process of adjusting game objects position after collision.

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2answers
215 views

Point vs Convex Hull

I'm trying to implement a simple collision response to a point intersecting a convex hull. So far I can detect if the point is inside the hull. But now I want a collision response that translates ...
0
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2answers
240 views

How to detect collision between a camera and a mesh?

I am wondering how you would be able to extract mesh properties (i.e. faces, vertices, and vertex normals) and use them to create a collidable object, one that a camera can't go through ? I am using ...
3
votes
1answer
735 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 ...
1
vote
1answer
158 views

How to resolve collisions smoothly?

Currently my collision method is glitchy, because it gets the last "good" position it was when it wasn't colliding and teleports it to that location when it collides with something. This method works, ...
1
vote
1answer
486 views

AABB vs OBB Collision Resolution jitter on corners

I've implemented a collision library for a character who is an AABB and am resolving collisions between AABB vs AABB and AABB vs OBB. I wanted slopes for certain sections, so I've toyed around with ...
2
votes
1answer
139 views

How to calculate new velocities between resting objects (AABB) after accelerations?

lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after ...
0
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2answers
378 views

Collision detection with multiple polygons simultaneously

I've written a collision system which detects/resolves collisions between a rectangular player and a convex polygon world using the Separating Axis Theorem. This scheme works fine when the player is ...
2
votes
1answer
165 views

Have the character automatically slide around obstacle corners [duplicate]

Like this: The player is only holding right, however the character still moves up a bit to go around an obstacle. My current collision system has access to: The entity's previous position The ...
4
votes
2answers
466 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 ...
3
votes
1answer
752 views

How to handle the top of a slope in a 2D tile-based platformer?

I'm working on a 2D tile-based platformer that supports 45-degree slope tiles. There are several questions on the topic, but none seem to cover this precise problem that I have. This excellent ...
5
votes
3answers
836 views

When two moving objects collide, which one sends the message, and which one recieves it?

I am writing a platform game using an entity-component system. Entity-World collisions are robust and work very well, and I'm now working on collisions between entities. Just to be clear, in my code ...
0
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1answer
318 views

Having to check collisions twice per game tic

I have vertically moving elevators (3 solid tiles wide) and static solid tiles. Each are separate entities and therefore have their own respective collision routines (to check for, and resolve, ...
7
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3answers
742 views

Reusable top-down collision class

I've recently picked up monogame and am working on a simple top down game to get me started and learn the basics. I've got the movement and the rotation to follow the mouse sorted out but I'm stuck ...
6
votes
1answer
304 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 ...
0
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1answer
195 views

Resolving a collision between point and moving line

I am designing a 2d physics engine that uses Verlet integration for moving points (velocities mentioned below can be derived), constraints to represent moving line segments, and continuous collision ...
0
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1answer
968 views

gamemaker getting a ball to bounce 90 degrees off of a 45 angle

I am trying to get a circle to bounce off a 45 degree diamond shap using Gamemaker Studio. I would like the ball to bounce in straight lines so my directions would be 0, 90, 180, or 270 degrees, ...
0
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1answer
1k views

Separate axis theorem applied to AABB misunderstood

I'm trying to implement a collision system for a 2D platformer using the SAT algorithm. For what i need, my implementation only handles AABB's, i followed the instructions given here. It works, there ...
1
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1answer
3k views

How do I detect and handle collisions using a tile property with Slick2D?

I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile ...
3
votes
1answer
410 views

Sensor based vs. AABB based collision

I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with ...
3
votes
1answer
264 views

2D collision resolution: works on each axis individually, but not with both combined

My collision detection method is solid and detects box to box collision every time. Then comes the resolve part which I'm struggling with quite a bit. It works perfectly when I'm manipulating the ...
0
votes
0answers
816 views

Alternative to unity's character controller

I wonder what you guy would do for a cheap replacement of character controller in unity. I try a bunch of implementation and they don't work at all, what I'm doing wrong? I'm trying to make a game ...
0
votes
1answer
190 views

Collision Resolution: Objects “swap” places

I am working on making my own simple collision resolution class so I can learn a bit about how it works, while also improving my entity-component model framework. For those of you unfamiliar with a ...
3
votes
1answer
156 views

How do you get the collision plane when using AABBs? [duplicate]

My collision detection initially seemed to work well enough, but my answer to this question shows that I have went with SAT testing now instead. My goal was to find the plane at which to slide the ...
0
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1answer
179 views

Simple Bounding Box Multiple Collision problem

I'm making my first game, and in it I use a moving ball to hit static blocks (kinda like breakout). Basically, I loop through all of the static blocks on the screen each frame, update the position ...
2
votes
3answers
203 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 ...
29
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6answers
2k views

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 ...
3
votes
1answer
228 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 ...
3
votes
2answers
283 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
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1answer
241 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
453 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 ...
4
votes
3answers
250 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 ...
0
votes
1answer
359 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 ...
-5
votes
2answers
103 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 ...
4
votes
1answer
373 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 ...
3
votes
1answer
213 views

How can I easily model semi-realistically human movement and collision in a 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
874 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. ...
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votes
1answer
85 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 ...
0
votes
1answer
78 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
232 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 ...
-1
votes
2answers
269 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 ...
4
votes
1answer
125 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
260 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
268 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
713 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
672 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 ...
0
votes
1answer
309 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 ...
2
votes
1answer
655 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" ...
12
votes
3answers
2k 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
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1answer
247 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 ...
6
votes
3answers
367 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 ...