A process of adjusting game objects position after collision.
16
votes
4answers
2k views
How to deal with corner collisions in 2D?
I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it.
Whenever my player sprite character attempts to move into a position ...
12
votes
3answers
604 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 ...
8
votes
2answers
2k views
Collision resolution in case of collision with multiple objects
I have static objects and movable objects. The collisions are detected using the separating-axis-theorem.
For example, in this situation I have two static objects (in red):
and a movable object ...
8
votes
4answers
970 views
Collision rectangle response
I'm having difficulties getting a moveable rectangle to collide with more than one rectangle.
I'm using SFML and it has a handy function called intersects which takes 2 rectangles and returns the ...
7
votes
4answers
251 views
Need efficient way to keep enemy from getting hit multiple times by same source
My game's a simple 2D one, but this probably applies to many types of scenarios.
Suppose my player has a sword, or a gun that shoots a projectile that can pass through and hit multiple enemies.
...
7
votes
1answer
3k views
Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?
The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
7
votes
3answers
402 views
Collision Detection Game Design and Architecture
I've reading some articles about collision detection. My question here is about ideas on the design for it.
Baically I have a C++ game that has a main loop with entities with an update method. Based ...
7
votes
2answers
872 views
How to resolve penetration of two colliding bodies
I've implemented simple 3D game physics engine. I already have decent collision detection in place, now I'm trying to figure out the collision response part. I'm using impulse based method to ...
6
votes
2answers
645 views
How to implement friction in a physics engine based on “Advanced Character Physics”
I have implemented a physics engine based on the concepts in the classic text Advanced Character Physics by Thomas Jakobsen. Friction is only discussed very briefly in the article and Jakobsen himself ...
6
votes
5answers
660 views
Need some advice regarding collision detection with the sprite changing its width and height
So I'm messing around with collision detection in my tile-based game and everything works fine and dandy using this method. However, now I am trying to implement sprite sheets so my character can have ...
5
votes
2answers
1k views
Collision Detection, player correction
I am having some problems with collision detection, I have 2 types of objects excluding the player. Tiles and what I call MapObjects. The tiles are all 16x16, where the MapObjects can be any size, but ...
5
votes
3answers
385 views
How to separate colliding objects without creating more collisions
Suppose I use a simple discrete collision detection system where I move all objects then check for collisions. I want any colliding objects to be separated (of course) and assigned appropriate ...
5
votes
2answers
200 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 ...
4
votes
1answer
203 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 ...
4
votes
3answers
198 views
Creating an unbiased deterministic collision resolution order
I'm working on a game with a replay system, so I need the game logic to be deterministic. A part of this is collision detection and I'm having a bit of a conceptual problem here. (I'm programming in ...
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):
...
4
votes
1answer
192 views
Move penetrating OBB out of another OBB to resolve collision
I'm working on collision resolution for my game.
I just need a good way to get an object out of another object if it gets stuck. In this case a car.
Here is a typical scenario.
The red car is in ...
4
votes
1answer
1k views
Collision with tile corners/seams in 2D platformer
There seems to be a lot of somewhat related questions answered already, but none I read answered my exact problem.
I have a 2D platformer whose world is made entirely out of tiles that are in a ...
4
votes
2answers
497 views
Handling collisions with ground
How do you usually solve collisions between entities and the ground? Sending collision events hardly seems appropriate since almost everything touches the ground at almost all points in time. Calling ...
3
votes
1answer
661 views
Circle-Rectangle collision in a tile map game
I am making a 2D tile map based putt-putt game.
I have collision detection working between the ball and the walls of the map, although when the ball collides at the meeting point between 2 tiles I ...
3
votes
3answers
1k views
Ball collisions 'sticking' together
I have a program which simulates many bouncing balls. The balls can bounce off each other and off the sides of the container.
The problem I am having is that sometimes when two balls collide, they ...
3
votes
3answers
123 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 ...
3
votes
2answers
329 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 ...
3
votes
1answer
143 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 ...
3
votes
2answers
332 views
Collisions between moving ball and polygons
I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want.
I am developing a 2D ...
3
votes
3answers
1k 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...)
...
3
votes
1answer
79 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 ...
3
votes
1answer
203 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 ...
3
votes
1answer
288 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 ...
3
votes
3answers
160 views
Collision and Graphics integration
I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good ...
3
votes
1answer
349 views
SAT and then what?
I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on ...
3
votes
2answers
604 views
AABB > AABB collision response?
I'm really confused about how to fix this in 3d? I want it so that I can slide along cubes but without getting caught if there's 2 adjacent cubes. I've gotten it so that I can do x collision, with ...
3
votes
1answer
654 views
Resultant Vector Algorithm for 2D Collisions
I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
3
votes
1answer
551 views
Character jittering with this tile based collision code
I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
3
votes
1answer
409 views
How are collision and collision callback systems usually implemented?
I'm writing my own game engine for learning purposes and was wondering about common ways to handle collision callbacks/responses. I'm NOT looking for ways to resolve collisions (no math needed here), ...
3
votes
0answers
47 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
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 ...
3
votes
2answers
617 views
Circle-Rectangle collision resolution
I have a non axis aligned rectangle, like a car, in my game. I have to check and resolve the collision between the rectangle and circle, which is stationary.
I have found lots of ways to determine ...
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 ...
2
votes
3answers
181 views
Collision organization problems
I just started playing around with c++ and some SFML. I'm going to create a 2D game with top view to test my ability and I came across a very big problem: collision detection and physics. So I see at ...
2
votes
1answer
841 views
How to resolve concurrent ramp collisions in 2d platformer?
A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky ...
2
votes
2answers
49 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 ...
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). ...
2
votes
2answers
237 views
How should I do my collision response?
I'm making a small lockpicking simulator. Obviously I'll need the pick to not pass through the lock, and I'll need the pins to move when you tap or push them with the pick.
Here's what I have so far, ...
2
votes
1answer
314 views
Collision detection between a bunch of AABB
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 ...
2
votes
2answers
72 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 ...
2
votes
1answer
111 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
277 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" ...
2
votes
1answer
258 views
Simple (and fast) dices physics
I'm programming a throw of 5 dices in Actionscript 3 + AwayPhysics (BulletPhysics port).
I had a lot of fun tweaking frictions, masses etc. and in the end I found best results with more physics ...
2
votes
1answer
194 views
Box 2d and really complex big shapes
I intended to use jbox2d for my project. But as I went deeper into it's manual I'd found out that it supports dynamic objects between 0.1 and 10 meters (if use scaling and assume that 0.1 is smallest ...
