A process of adjusting game objects position after collision.

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2answers
254 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 ...
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1answer
253 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 ...
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1answer
256 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
204 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 ...
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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 ...
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0answers
49 views

Collision repositioning/resolution help

I've been having a trouble with moving objects out of the hitboxes they've just collided with. Here is my (relevant) code so far: Vector2 oposo = other.position; Vector2 poso = ...
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0answers
95 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
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0answers
61 views

how to project a collision between a pair of polygons under rotation?

I am trying to create a physically plausible 2d physics engine. I have read many documents about detection of collisions, contact resolving, interpenetrations, projection, separating axis theorem ...
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0answers
36 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 ...
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0answers
74 views

Collision Detection and Resolution in Three.js

So at the moment am making a simple game using three.js and three.firstpersonControls.js but with the current Three.js r66, they apparently removed checkWallCollision and then in the r67 ...
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0answers
76 views

Realistic collisions with a kinematic rigidbody?

I have a car game where player drives a car; this car has a collider and a kinematic rigidbody attached and is completely controller by script (i.e. a script sets its position and rotation). In the ...
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0answers
87 views

Minkowski sum for circle + rectangle collision resolution (which 'side' was hit)

This question, on determining which side a rectangle has collided on (with another rectangle) has been a great help in writing my collision resolution code. However, I'm dealing with a circle and a ...
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0answers
109 views

Polygon Collision Response

I'm working on a game engine that has a built in custom physics engine (I know it's a waste of time, but I have years to make this, so why not make it good?). Currently, with any number of polygons, ...
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0answers
500 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 ...
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0answers
302 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 ...
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0answers
161 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. ...
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0answers
15 views

Understanding the use of MTV for an elastic collision response

So, I'm trying to simulate polygon physics, both linear and angular. To calculate the MTV is easy in SAT (Minimum Translation Vector), and to use it to adjust position is also easy: PolygonA.center ...