A process of adjusting game objects position after collision.

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1answer
49 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 ...
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1answer
74 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) { ...
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1answer
140 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 ...
2
votes
1answer
35 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
299 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 ...
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1answer
28 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) ...
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1answer
166 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: ...
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1answer
52 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 ...
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0answers
41 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 ...
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1answer
329 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 ...
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1answer
70 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. ...
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0answers
28 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 ...
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2answers
65 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 ...
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1answer
86 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, ...
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1answer
41 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) { ...
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votes
2answers
61 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
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1answer
454 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
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2answers
796 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
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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 ...
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2answers
282 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 ...
31
votes
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 ...
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0answers
105 views

2D AABB vs AABB side of collision and collision depth

I realize there have been a multitude of questions involving 2D AABB vs AABB collision, but the questions and responses always avoid the simple questions that make it difficult. To keep things ...
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1answer
104 views

2D Collision : detection and design [duplicate]

So, listening to this very smart piece of advice, I've already completed a basic Tetris game. Moving on, I started a small breakout. But suddenly : a nightmare came. Collisions. Since I've been ...
0
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1answer
77 views

c++ - collision detection/resolution clipping

I'm trying to implement a collision detection system, and it is working for the most part, no overlapping (or at most very little overlapping) of characters, and wall collisions. The problem is that i ...
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2answers
387 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 ...
1
vote
1answer
153 views

AABB swept collision response with voxel world

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...
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0answers
52 views

Manual response when 2 shapes made of rectangular volumes collide

I have 2 compound objects made of rectangular blocks. One of them (the one that is moving) has a script that listens to OnTrigger callbacks. What I need is to position the moving compound object on ...
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1answer
88 views

Triangular Mesh Collision/ Resolution

I've been trying some different approaches for collision detection and now I want to try to implement simple Mesh-Mesh collision detection for triangular meshes. I'm wondering if I'm on the right ...
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0answers
92 views

Bullet Physics for Collision Detection and Smooth Response

I'm creating a game using LibGDX, and to prevent the need to spend lots of time writing collision detection code I've decided to make use of Bullet Physics, simply for collision detection and not for ...
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0answers
81 views

2D Distance Field as collision handler method

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
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0answers
87 views

Separating Axis Theorem contactNormal

I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision. Got that working. To continue with my collision response I need more ...
2
votes
1answer
100 views

My pool balls often jump around when there are two or more balls colliding/touching

I'm working through the book 'Introduction to Game Physics with Box2D' and I've created a little pool game with the example code. Despite the name, there is NO box 2D used in this particular exercise. ...
3
votes
3answers
184 views

Lerping character moving up and down slope tiles

So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic) Now, the question I ...
0
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1answer
69 views

Circle-line segment collision resolution

I'm trying to make a side-scrolling game using this method and I'm having some trouble getting it to behave right. The collision shapes consist of multiple connected line segments and I'm checking ...
2
votes
2answers
91 views

How to preserve topology for penetration correction?

I have a sorted list of blocks - some may overlap some may not. Each block has an ideal starting position and may be constrained to one axis. There are no velocity or acceleration or other forces ...
2
votes
2answers
94 views

Rendering after interpolating, renders inside/outside other objects

So, we're working out our interpolated render-coordinates during our render call and it's doing a fantastic job of smoothing everything out. All is great and collision detection is working to a ...
2
votes
1answer
126 views

How do I resolve a collision involving more than two objects?

I have working functions that compute the overlapping polyhedron, contact points, depth of penetration (DOP), etc. of the overlap between two objects with convex polyhedra shapes. I know how to ...
2
votes
1answer
101 views

How to calculate max region/area of 2d circles?

I have some 2d circles on a plane, each has its own minRadius and maxRadius. When two circles collides, both of them will shrink their radius, so the actual radius of a circle is in range [minRadius, ...
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vote
1answer
66 views

Collisions and Lists [closed]

I've run into an issue that breaks my collisions. Here's my method: Gather Input Project Rectangle Check for intersection and ispassable Update The update method is built on object_position * ...
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0answers
87 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 ...
-1
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1answer
87 views

Smooth radial collision

I'm trying to make collisions smoother in my game. Currently, entities will stop completely when they collide with an obstacle. I saw the following article recently: ...
3
votes
1answer
336 views

How do I avoid pathfinding characters getting stuck in corners?

I used A* pathfinding to return a list of Tiles to get from an enemy to the player. After that, I wasn't sure how to actually move the enemy. What I ended up doing was get the first Tile in the path. ...
4
votes
3answers
274 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
votes
0answers
73 views

How can I find the collision response between a moving sphere and cube?

I'm implementing my own algorithm for sphere and cube collision response. So far I'm able to only test if both of them overlap. My problem is: A cube is rotating around its axes i.e x and z axes. And ...
6
votes
3answers
4k 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...) ...
0
votes
1answer
474 views

How do I handle collision response between many different types of game objects?

I am looking for a way to avoid the dreaded switch or if/else scenarios between numerous game object types when a collision takes place in a game. For example: You have a list of game objects which ...
0
votes
1answer
119 views

Collision detection recommendations [closed]

I am currently developing a prototype game for mobile devices in which the user will see several objects on the screen and will have to touch them one by one in the correct order to win. I guess it ...
9
votes
4answers
811 views

Make the player run onto stairs smoothly

I have a 2D Platform game, where the player Always runs to the right, but the terrain isn't Always horizontal. Example: I implemented a bounding-box collision system that just checks for ...
1
vote
1answer
223 views

How do I implement space partitioning in entity component system?

My systems work on components without needing to now anything about entities. I want to implement simple grid partitioning, so each entity will be given a cell based on its current position. But how ...