At the moment, how I solve collision between 2 objects looks like this: (all the data of the objects is stored in float arrays, since its OpenCL) float impulseX = mass[id] * vel[id3 + 0]; float ...
I'm writing a really basic collision detection system (AABB vs AABB, AABB vs Circle, Circle vs Circle), and I've just got to the point of writing the actual loop which iterates the objects and checks ...
I wanted to ask, how do I resolve collision between 2 cubes - in my case I want to push a moving / dynamic cube (used for the player) out of another static cube (used for the floor or objects in the ...
I am making a simple game right now and am struggling with collision response. My goal is to someday be able to turn it into a 2D platformer but I have a long way to go. I am currently making this in ...
I'm not sure how should I design the collision part in order to respond the all the game requests. First that comes in mind is 1. Update the game objects positions 2. Check the collision 3. Update ...
I am trying to figure out how to determine the depth of a pixel perfect collision in XNA. I want to know the depth in order to be able to use it in my collision response. At the moment I have the ...