2
votes
1answer
91 views

How do I compute the point of a triangle-ray intersection?

I have a line (the direction vector of the player) and a triangle representing the face of a model (so composed of 3 points). I can't find the mathematical operation to check if that vector is ...
1
vote
1answer
139 views

Detecting walls or floors in pygame

I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet ...
0
votes
1answer
149 views

Circle-Rectangle collision velocity adjustment

I created my circle vs. rectangle method based on this algorithm: http://stackoverflow.com/questions/401847/circle-rectangle-collision-detection-intersection Currently, I have a dynamic ball with ...
0
votes
0answers
189 views

Finding a normal vector

I'm trying to replace my old integer based movement and collision system with a vector system, because its more precise and more flexible. I want to implement wall sliding, such that if a player hits ...
8
votes
3answers
513 views

Collision detection problems using AABB's

I implemented a simple collision detection routine using AABB's between my main game sprite and various platforms (Please see code below). It works great, but I'm now introducing gravity to make my ...
2
votes
3answers
543 views

Oriented Bounding Box - How to?

I've been trying to write my own collision code, less because I want to, more because I want to understand its working. To do this, i've been working off of the popular collision book i'm sure you've ...
1
vote
1answer
148 views

Confusing with an articles wording on Clamping a Vector2

I have been reading an article on Collision Detection and how to resolve it. http://www.wildbunny.co.uk/blog/2011/04/20/collision-detection-for-dummies/ In the section describing an AABB vs Circle, ...
2
votes
1answer
309 views

Min/Max of two vectors?

This seems like a simple question, but i'm having trouble searching the internet for it. In XNA, during a collision detecting method, I would determin the minimum of some vectors. // Get the minimum ...
1
vote
1answer
323 views

How do I get the axes for SAT collision detection

In SAT collision detection how do I calculate the axes for projection?
1
vote
1answer
234 views

Viewport.Unproject - Checking if a model intersects a large sprite

Let's say I have a sprite, drawn like this: spriteBatch.Draw(levelCannons[i].texture, levelCannons[i].position, null, alpha, levelCannons[i].rotation, Vector2.Zero, scale, SpriteEffects.None, 0); ...
1
vote
1answer
441 views

Ball bouncing at a certain angle and efficiency computations [closed]

I would like to make a pong game with a small twist (for now). Every time the ball bounces off one of the paddles i want it to be under a certain angle (between a min and a max). I simply can't ...
8
votes
2answers
2k views

How do I determine if one polygon completely contains another?

I have 2 polygons. I know the vertex coordinates of both polygons. What's the best way to check if one is completely inside the other? For example, the algorithm should only recognize the black ...
7
votes
1answer
2k views

How do I calculate collision response between a sphere and a plane?

I'm trying to create a simple 3D game and need to constrain the player within the limits of the game world. When the player hits the sides of the world I want the player's ship to bounce off slightly. ...
3
votes
1answer
738 views

Calculating normal vector on a 2d pixelated map

I want to know an efficient way to get the normal of the surface of a 2d map. suppose an object hit the map, i want the object to bounce accordingly. The problem is, the "bounding box" of said object ...
1
vote
2answers
462 views

Circle collision detection and Vector math: HELP?

Hey so i'm currently going through the wildbunny blog to learn about collision detection, but i'm a bit confused on how the vectors he's talking about come into play QUOTED BLOG: p = ||A-B|| – ...
6
votes
2answers
487 views

Collision Detection/Response in Vector-based levels

I have a 2D side scroller whose levels are stored as vectors (that is, a bunch of lines) which looks like this: How would I detect that I'm colliding with one of these lines, and react accordingly ...
8
votes
4answers
764 views

Moving objects colliding when using unalligned collision avoidance (steering)

I'm having trouble with unaligned collision avoidance for what I think is a rare case. I have set two objects to move towards each other but with a slight offset, so one of the objects is moving ...
4
votes
1answer
1k views

Points on lines where the two lines are the closest together

I'm trying to find the points on two lines where the two lines are the closest. I've implemented the following method (Points and Vectors are as you'd expect, and a Line consists of a Point on the ...