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Questions tagged [aabb]

Axis-Aligned Bounding Box (see Bounding Box) - an extremely simplified representation of the size and position of a 2D or 3D graphical object, in the shape of a box.

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2D AABB Swept Collision Algorithm Premature Collision

I've been following this pseudo code for my implementation of 2D AABB Swept Collision: ...
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0answers
8 views

Detecting when a single group of blocks is broken into multiple groups

Let's say you have an array of blocks (AABB), where each block is touching or intersecting any number of other blocks. Together they make up a larger object, and because they're all touching, you can ...
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2answers
54 views

How can I check if the mouse hits a quad in 3d, and where it hits it?

I have a sketch that produces the following: ...
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1answer
64 views

Can't get AABB Collision to work properly

This is the code I'm using to resolve collisions on the players left side. It works when I'm on the ground, but if I'm falling, it does not work. ...
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0answers
23 views

How to fix 3D AABB Collision not working on corners?

I'm currently working on a minecraft clone and right now trying to implement player to terrain collision. My approach is to get the blocks which the player might collide with through the collision box ...
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1answer
213 views

AABB to AABB collision response

I am currently trying to resolve collision between two AABBs. I already have a function that can detect if the the two boxes are colliding and returns true if the two boxes are colliding. The problem ...
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0answers
65 views

What are the extents of an Axis-Aligned Bounding Box (AABB) in Unity 2D?

In Unity 2D, you can attain values for collider2D.bounds.extents and collider2D.bounds.size. What are the actual "extents" of ...
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1answer
92 views

AABB test does not consistently detect edge-to-edge contact when bounds are very different in size

My function compares two AABBs for collision detection, and when they are around the same size it works fine, but I noticed that if I greatly decreased the size of one of them (or augmented the size ...
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1answer
381 views

How do Axis-Aligned Bounding Boxes update with rotations?

I have a bounding box class with a min (x,y,z) and max point (x,y,z). The object that is being rotated has a rotation matrix (3x3 matrix), but I don't know how to update the bounding box with ...
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2answers
278 views

Getting the bounding box of a sphere

I have a sphere with values center,radius and I need to convert the sphere to a bounding box with values min,max. How do I ...
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1answer
127 views

Benefits of going full AABB?

By "going full AABB" I mean using only AABBs for all of your objects (both dynamic and static), with dynamic objects colliding both with each other and static objects. In what specific ways does this ...
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0answers
117 views

How do I get an aabb's collision normal [duplicate]

I have two aabbs and I need to know the collision normal of the to help me slide the aabbs across themselves. I have searched google but nothing really came up. How do I get the collision normal of ...
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2answers
52 views

SAP method freezes

When I run this method in game the code freezes. Here are the methods: ...
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1answer
64 views

How do I get a table of AABB's?

I am not sure if this is the right site to put this question on. What would be a good, time saving method to reference an AABB with an integer id in Java programming language? AABB class: ...
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1answer
140 views

How do I get extents in my mesh

I am creating a AABB for collision detection. I need to calculate the extents for my model and also update them when my model moves. I calculate my min and max when I create my mesh and I use my ...
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1answer
606 views

How do I implement a AABB-Sphere collision

i have been trying to implement an aabb-sphere collision. This is what I tried ...
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2answers
68 views

How do I determine which voxels to test for collision against the player?

I've implemented Minkowski subtraction to test whether (and where) two AABBs collide, independent of framerate/time-step, in my Minecraft-like game. But since there may be tens of thousands of voxels,...
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1answer
255 views

How do you implement AABB?

I am having some trouble peforming an overlap test on a axis aligned bounding box. Here is my code ...
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2answers
177 views

CCD in C++ Console application

I am writing a game in a c++ console application. I would like to detect whether or not there is a collision between two objects, and displace them accordingly. All sprites are simply strings drawn on ...
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1answer
120 views

Jitters in collision reaction

I'm working on a project for school and I'm having some trouble solving a bug. When the player collides with a rectangle the sprite/hitbox keeps jittering while the player has momentum in the ...
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2answers
232 views

Why is my sliding AABB collision acting strange?

I'm working on a Minecraft like game engine and recently I've been trying to add good collision response which I have kind of. The collision response is perfect when I try and go through the right ...
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2answers
475 views

How do I test if an AABB and concave polygon intersect?

The player's collider is an axis-aligned bounding box in my 2D platformer, but the environment can be different shapes. I already have collision-detection that prevents the player from going through ...
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3answers
443 views

Array-based tilemaps and bounding box (aabb?), how to do efficient tile collisions?

At one point in my game I had every tile as it's own object, so that I could use standard AABB collision testing easily. I later realized this was horrible for performance and simply made my tiles be ...
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1answer
202 views

Swept aabb 3d incorrect collision resolution along negative normals

I have followed this tutorial and ported it to 3d with glm. Everything works fine when the collision normal is reported as positive ((1,0,0),(0,1,0),(0,0,1)) but when it is negative the player aabb ...
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1answer
310 views

How to get the center position for AABB of rotated mesh right?

I want to calculate the AABB for my rotated & translated mesh, but whatever I tried, I can't calculate the center position correctly if the mesh is rotated. My mesh is defined by an array of ...
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1answer
328 views

How to recalculate AABB after rotation?

I'm facing a problem trying to calculate the AABB on my models after rotation is applied. The rotation is not applied on the vertex positions directly, but in a seperate rotation matrix - just ...
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1answer
116 views

AABB 2D Collision response teleports player when hit on wrong edge

I'm currently breaking my head with collision detection and resolving in C++ for my 3D game engine. But currently I'm trying to get resolving to work in 2D. The problem is that when I hit the solid ...
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0answers
118 views

Problem with collisions with tiles, using AABB

After having a little look around about collisions. I can't seem to find what i'm doing wrong every time i touch the bottom of the tile it send's me through it and throws me out to the right of the ...
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1answer
97 views

FInd out if AABB is left/right/below or obove a ray

What algorithms are there to find out in which quadrant of the ray an AABB is given a roll value? My idea was to rotate the cube by the negative rotation of the ray and move it by the negative ...
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1answer
87 views

How to prevent corner slipping with a shortest axis collision solver

Currently I use AABB's to represent objects in my game engine, I resolve collisions between them by finding the shallowest axis, but this leads to a problem if an object is approaching another in a ...
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1answer
530 views

Technique to find a mesh intersecting with a primitive solid without using colliders?

For what it's worth I'm using Unity3d, but I believe the problem is more general. There are hundreds if not thousands of meshes with hundreds of vertices each. There is one sphere that can be ...
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2answers
187 views

When to calculate AABB collisions

I was wondering if collisions are usually calculated the exact moment an object is moved or if it is calculated in the game loop. I haven't been able to find anything on this. Thanks
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2answers
573 views

Could triangles be used for swept-AABB checks between positions?

I'm trying to understand swept-AABB collision detection. When checking for collisions between two positions of an object, I commonly see one of 3 strategies used: Rays: trace rays from parts of the ...
2
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0answers
121 views

Swept AABB vs AABB Calculation Error

I'm having issues running simple AABB vs AABB collision detection. I'm able to successfully detect collisions without checking with velocity. But for some reason my code keeps prematurely firing ...
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1answer
320 views

Frustum culling takes ages c++

I have two ways of doing frustum culling taken from different web sources. First one takes 200ms to check 10k AABBs, second around 50ms for the same box count. I read some forum answers, people say 0....
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1answer
487 views

Swept AABB Collision and Response Problems

I am working on a simple 2D game, and I am having problems with collision detection and response. I am using code adapted from this article: http://www.gamedev.net/page/resources/_/technical/game-...
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1answer
314 views

How do I deal with AABB sweep ghost collisions?

I've been trying to wrap my head around this for some time now. I wrote an implementation of AABB sweep collision detection. I though I understood the idea but it didn't work as expected. I rewrote ...
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1answer
337 views

Resolving collisions with float precision errors

I'm facing a problem when I try to resolve the collision between two units using floats as positions of the units in my game. I am detecting the collisions using the SweptAABB algorithm and if there ...
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1answer
123 views

Partial mesh culling by checking against the AABB-tree of objects vertices instead of only the AABB of the whole objects

First thing: this is more of a conceptual question than an implementation oriented one, but still tips about implementation will be very much welcome if you happen to have any (athough I have some ...
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2answers
941 views

How to make your own 2D AABB collision system in unity?

I can't use the built in unity 2d physics engine for my game, so I tried to make my own using the unity bounds.Intersects, that is working perfectly but my problem is that I don't know how to make the ...
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3answers
5k views
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3answers
177 views

Best collision algorithm for Axis Aligned Bouding Boxes [duplicate]

I have a number of quads (suppose like 20-40) and i want to quickly check the collisions between any of them. I would like to know if there's a quick algorithm to do that 60 times per second without ...
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0answers
70 views

Bullet btGImpactCollisionAlgorithm

I have a question about Bullet and in particular GImpact. When, the collisiontestpair(a, b) is called where GImpact pair check algo will be called on the btGImpactMeshShape, does it do a AABB tree ...
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1answer
1k views

Creating a Collision Detection system [duplicate]

I'm currently working on 3D project (C++) and I have now come to writing the collision detection systems. Basically my question is regarding how to architect it. All the collisions are either ...
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1answer
104 views

AABBs in lwjgl 2.9.3

I think I have succeeded in making an aabb out of 6 quads in opengGL but how would i get it to stay with its centre-point at the centre-point of all objects. I know it is easy for one object how would ...
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4answers
10k views

Collision between AABB and Circle

I'm programming collision systems for a 2D game engine. The idea is that different systems can interact with each other. So one of the cases would be check collisions between axis aligned bounding box ...
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2answers
952 views

How to resolve collision between a dynamic AABB and static AABB?

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 ...
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1answer
203 views

How to resolse collision between moving and static AABB?

What I have is a map represented as list of Rectangles and player's rectangle. Also I have function to determine depth of the collision: Point TestAABBAABB(Rectangle a, Rectangle b) { ...
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1answer
2k views

2D AABB vs AABB side of collision and collision depth

I realize there have been a multitude of questions involving 2D AABB vs AABB collision, but the questions and responses always avoid the simple questions that make it difficult. To keep things ...
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1answer
1k views

AABB swept collision response with voxel world

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...