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seen Nov 19 '13 at 15:19

Jul
2
awarded  Curious
Mar
18
awarded  Popular Question
Oct
14
accepted Ball vs 45-degree slope collision detection
Oct
14
comment Ball vs 45-degree slope collision detection
By the way, is N a 2-dimensional or a 3-dimensional vector? Where does the third value (0) come from?
Oct
14
comment Ball vs 45-degree slope collision detection
Although this answer does not directly approach the problem, +1 for telling me about the way collision resolution should be done in this case.
Oct
14
comment Ball vs 45-degree slope collision detection
Actually it is very hard for me to mark one of the answers as 'the' solution since all of them helped me to understand the problem but none of them fully solved it. What should I do?
Oct
14
comment Ball vs 45-degree slope collision detection
You use a great equation. However, it is very hard to follow for someone who is new to vectors. It would be helpful if you split up your equation in smaller steps.
Oct
14
comment Ball vs 45-degree slope collision detection
Thank you very much. That tutorial actually helped me to finally understand how to solve this.
Oct
12
asked Ball vs 45-degree slope collision detection
Sep
12
comment Bouncing objects against the side of the screen
Thank you very much for that resource. Although it gives much -greatly appreciated- insight in the background of restitution physics equations, it does not help with fixing this specific problem.
Sep
11
asked Bouncing objects against the side of the screen
Jul
10
awarded  Popular Question
Jan
30
awarded  Yearling
Jan
29
comment What to do after detecting OBB-OBB intersection
As soon as your moving objects rotate, it is a lot harder to use Axis-Oriented Bounding Boxes well. Also, in general it is better to check for collisions before movement(and prevent the movement from happening if there will be a collision), instead of trying to resolve overlap after movement.
Jan
29
comment Collision Detection Slows Screen Drawing
Also interesting is if the FPS(Frames Per Second) changes when adding the bounding case, or that the problem is not related to how fast the program runs.
Jan
27
comment Collision detection with heightmap based terrain
@Truman'sworld You could use a circle for the collision and then use the Normal from the line segment to know what direction the top of the tank should be facing.
Jan
27
comment Playing a sound only once during collisions
What happens when you add a neutralSwitcherBool property to the square_sprite class? Right now this.neutralSwitcherBool is referring to a property on 'this' which is probably right now some kind of global engine object?
Jan
27
comment Playing a sound only once during collisions
I'm new to andengine, but bit seems it is implemented in Java. Isn't it possible to simply give every collidable object a 'collision_sound_playing' property and set this to true and false for each object in a loop during runtime? In short, you should add a flag to each of the objects, not on the sound.
Jan
27
comment Collision detection with heightmap based terrain
Hmm... It seems to me that this is then simply a case of using circle-to-line collisions, where a circle is a tank and each of the slopes are a line. A basic explanation can be found here: (seb.ly/2010/01/predicting-circle-line-collisions).
Jan
26
comment Collision detection with heightmap based terrain
With "its not flat, its polygon" you mean that the terrain is not built out of horizontal ground and vertical walls but out of diagonals between two different height points?