Tag Info

New answers tagged

1

during my experiments with HTML5 canvas and AABB I found exactly what you are experiencing. This did happen when I attempted to make a platform from adjacent boxes of 32x32 pixels. Solutions I attempted by order of my personal preference 1 - Divide movements by axis My current one, and I think I will continue my game with it. But be sure to check what I ...


3

I would combine the platform tiles into a single platform entity. For example, say you take the 3 tiles from the pictures and combine them into a single entity, your entity would have a collision box of: Left = box1.left Right = box3.right Top = box1.top Bottom = box1.bottom Using that for collision will give you the y as the least penetrating axis ...


0

Problems like these are common with new collision detection methods. I don't know too much about your current collision setup, but here is how it should go: First off, make these variables: Make a X and Y velocity Make a Gravity Make a jumpSpeed Make a isJumping Second off, make a timer to calculate the delta to affect the velocity of the object. ...


2

Depends on which type of bounding box you're talking about. Axis-aligned bounding cubes are one of the fastest ways to do a rough first-pass collision test, before sending those that pass to a more precise collision check. Edit: This is especially true when you have multiple moving objects that may collide with one another. Oriented bounding cubes require ...


1

The problem is is the order of your constructors. This works correctly. I put all the negative static Vector3 values into the min, and the positives into the max. BoundingBox b = new BoundingBox( Vector3.Left + Vector3.Forward, Vector3.Backward + Vector3.Up + Vector3.Right); BoundingBox bb = new BoundingBox( Vector3.Left / 2 + Vector3.Forward / 2, ...



Top 50 recent answers are included