Tagged Questions
0
votes
1answer
157 views
Collision with Two Angled Platforms
I've encountered a problem in my attempt to implement Collision Handling for a game I'm creating, involving a collision with two angled platforms.
I'm using GJK-EPA for detecting/handling collisions ...
0
votes
0answers
96 views
Platformer Collision Error [closed]
I am currently working on a relatively simple platform game that has an odd bug.You start the game by falling onto the ground (you spawn a few blocks above the ground), but when you land your feet get ...
0
votes
4answers
241 views
Big level objects collision system for 2d game
I read many variants today and get some knowledge in general, so here is a steps of mine thoughts in pictures (horrible paint.net ones).
We need to develop grid system, so we check only thing near, ...
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 ...
2
votes
2answers
154 views
How to do reflective collisions with particles hitting background tiles?
In my 2d pixel old-school platformer, I'm looking for methods for bouncing particles off of background tiles. Particles aren't affected by gravity and collisions are "reflective". By that I mean a ...
2
votes
1answer
289 views
How do games using physic engines for 2d games handle platform corners?
I have seen games like latest "2'5D" sonics that handle collision detection at platform corners pretty well. The problem I'm having is that my game uses an ellipsoid as my player's body to let it ...
2
votes
1answer
618 views
Platformer collision detection problems
I'm having a few problems with collision detection in my game (written in C# with SDL.Net). Detecting the floor and roof is fine, as does detecting sides of tiles when not jumping/falling. My problem ...
12
votes
3answers
2k views
2D game collision response: SAT & minimum displacement along a given axis?
I'm trying to implement a collision system in a 2D game I'm making. The separating axis theorem (as described by metanet's collision tutorial) seems like an efficient and robust way of handling ...