Questions tagged [collision-avoidance]

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50 views

Collision detection and solution causes teleportation on corners

I am making my own game engine on Python and I got stuck with collision between objects. ...
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0answers
42 views

How can I spawn objects in a volume without intersection?

I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
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1answer
139 views

Dodge different type of obstacles

I'm writing a 2D game where the player has to kill a Ninja. This Ninja is coming closer with a constant speed chasing the player. The Map has some static obstacles like stones no one can pass. The ...
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107 views

How do I keep a rigidbody from making unnecessary collisions on smooth surfaces in Unity3d?

I have been having trouble with a custom character controller I am making. The root of the problem lies with collisions. I am trying to make movement code, but I have a problem with ground movement. ...
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Inverse Kinematics with obstacle avoidance for the manipulator (arm)

I have a basic understanding of inverse kinematics, in that there's a workspace and a configuration space, and the point is to find a solution in configuration space that satisfies a workspace goal. ...
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1answer
137 views

Enemies overlapping

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
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1answer
512 views

Ray-box intersection problem

I try to implement ray-box intersection algorithm given by the following code. However, I'm not really understand for two cases as shown in the following figures. Firstly, when the box is located in ...
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1answer
125 views

how to sync clients and local avoidance in mobile RTS game?

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
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1answer
137 views

Vector field collision avoidance

I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
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2answers
321 views

How would I go about implementing a collision avoidance check, avoiding moving objects from multiple directions?

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
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1answer
472 views

Unity3d turn based navmesh algorithm

I am developing a game in Unity3d. In this game, 2 teams will fight without any human interaction. The fight results must be always the same, if the same teams are the same. This way, I must ...
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1answer
82 views

How to prevent cube intersecting with other objects when moved around with mouse?

I want to allow the player to freely place cubes anywhere they like in 3D space, but the cube being moved around is not allowed to intersect with other objects. Currently I do a ray cast based on ...
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2answers
894 views

Fix my Flow Field pathfinding

I'm developing prototype of Tower Defense/RTS game and I've implemented simple Flow Field grid. Here is the example (link). How to use example: First click on S50, this will spawn additional units, ...
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0answers
747 views

Simple 2D Fish Obstacle Avoidance

I am currently working on a simple obstacle avoidance system in unity. I have a player and a school of Ai fish that are traveling in a fixed direction (Down-Right). While swimming, I want the Ai fish ...
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2answers
180 views

Collision avoidance not only AI wrong

I am trying to implement the game similar to Dota 2 or Warcraft 3. I want this: when user clicks the right mouse button I want to navigate to the click position. However if there is an obstacle in my ...
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1answer
97 views

How to make one box Collider 2D go through another in Unity?

How can I make one Box Collider 2D go through another one in Unity? I tried this, but it seems to work only for ordinary Box Collider, but not for Box Collider 2D.
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1answer
327 views

Obstacle avoidance with 2.5D game

I'm struggling to make the sprites avoid each other and other obstacles in the field. To achieve something like this: To do so I decided to have a 3D environment with an Orthographic camera. It all ...
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0answers
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Explain Reciprocal Velocity Objects to me

This is follow-up on this question (Unit collision avoidance for RTS) I'm developing an RTS. I'm having difficulty with collision detection... I looked up RVO and it seems like the correct solution, ...
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1answer
885 views

Unit collision avoidance for RTS

I'm developing an RTS, and having a little difficulty with collision detection. From what I understand RTS generally don't bother with collision detection and just try to avoid collision, and that is ...
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0answers
104 views

Collision for array of pathfinding zombies to array of blocks

Relevant Background Information I'm an eleventh grade high school computer science student in Canada. I'm doing pretty well in the course currently, I have a 96 in the course currently. We're working ...
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1answer
428 views

given the position and velocity of an object how can I detect possible Collision?

I'm trying to detect Collision between autonomous moving objects and steer direction if collision is detected. so far I've been following a tutorial and I'm having a hard time to fully understand how ...
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2answers
528 views

3D collision avoidance: finding the updated velocity vector (outside the “collision-velocities” cones)

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
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1answer
564 views

Sliding DOOM style collision resolution against arbitrary 2D geometry

I've been working on a HTML5 canvas raycasting engine for the web browser, with the end goal of making a simple FPS game in the style of the early 90s. The engine sits somewhere between Wolfenstein 3D ...
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2answers
2k views

Pathfinding and collision avoidance on mobile

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
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1answer
578 views

2D LibGDX Collision Avoidance [duplicate]

I would like to know what is the best way to implement collision avoidance and eventually pathfinding in a LibGDX 2D top view game. Think of "Binding of Isaac". I use a sort of tilemap to place the ...
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4answers
6k views

How is RTS Local Avoidance Done?

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
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0answers
89 views

Building Irregular terrain in tile-based approach

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
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2answers
9k views

Find closest point on NavMesh if current target unreachable

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ray-...
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2answers
436 views

Unity2D Collision Issue

I have a crate setup (in pic below) with a rigid body component, box collider and 3 circle colliders(they allow me to push the crate most of the time without getting stuck on the floor textures which ...
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1answer
206 views

How can my entities avoid walking on certain tiles?

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
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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 ...
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2answers
461 views

Find a position within one radius, but outside other radii

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
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2answers
682 views

How can I combine chasing and obstacle-avoidance in a steering-based AI?

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
4
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1answer
1k views

Avoidance Steering Behavior acting inappropriately

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
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1answer
611 views

Obstacle Avoidance With Walls in C#

I'm trying to do some obstacle avoidance. Yet somehow something is not going quite well. I've used the book "Programming Game AI by Example" to create a simular function in c# in combination with XNA. ...
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1answer
64 views

How to convert strict limit in position into gradual slow down?

The player moves a spell object, the spell must stay withing a certain range of the player. The spell is moved using a physics system and it has mass and velocity. Currently when the spell goes out ...
4
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1answer
305 views

How can I test if an object will “fit” during pathfinding?

I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
2
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1answer
420 views

Have the character automatically slide around obstacle corners [duplicate]

Like this: The player is only holding right, however the character still moves up a bit to go around an obstacle. My current collision system has access to: The entity's previous position The ...
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2answers
1k views

What would be the most simple following target and neighbors avoidance algorithm in 2D space on plane?

I have ~20 or more enemies and they need to follow a target and avoid to go on top of themselves. I mean follow a target and avoid to collide with each other. Area, on which they are walking, is just ...
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2answers
94 views

Handling Block Collisions

The title isn't great, but let me try and explain my problem. I'm working on a little game at the moment the gist of which is that you're an entity in this 2-D world and you have to dodge obstacles. ...
5
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1answer
779 views

Help me please to choose proper path-finding algorithm

I am new to game development and just want to ask for advice. I need to know which path-finding algoritm will be suitable for my scenario: Units - any shape. But in most cases rectangles of different ...
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4answers
568 views

Java Slick2d collision feedback [closed]

I'm trying to build a collision response ( it uses vectors2f from slick2d ) so that enemies don't overlap on each other so basicly what I'm doing right now is, I loop trough all enemies in array ...
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2answers
1k views

How do I stop overlapping shapes when collision detected in AndEngine?

I am making a very simple demo in AndEngine in which I have three rectangles: rect1, rect2 and rect3 in an ArrayList. I register onAreaTouch as follows: ...
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1answer
2k views

Dynamic obstacles avoidance in navigation mesh system

I've built my path finding system with unreal engine, somehow the path finding part works just fine while i can't find a proper way to solve dynamic obstacles avoidance problem. My characters are ...
5
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1answer
8k views

How can I use Rectangle.Intersect() to resolve collisions in XNA?

I have a 2D game written in XNA, and I've been trying to fine-tune my collision resolution. All of my game objects are squares, which means detecting a collision is easy - use the position and the ...
3
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2answers
416 views

How to make it so units don't stack up in one location? [duplicate]

Possible Duplicate: Is there a simple way to stop enemies standing in the same spot? So I'm making a game in AS3, it's a strategy DotA-like game (for flash game equivalent, there's UDE) so far so ...
16
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1answer
2k views

How to resolve collisions of compound shapes using SAT?

SAT is a decent way to determine collisions between arbitrary convex polygons. You'll even get the vector that is needed to resolve a collision. To resolve collisions between complex (non-convex) ...
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2answers
4k views

pathfinding with obstacles in a Warcraft 3 like game

Consider A* searching on a tile based map. A straight forward code would be: If there is an unit inside that cell, then it is unreachable, this is ok. But there is map resolution issue. When I look ...
24
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2answers
2k views

Algorithm for spreading labels in a visually appealing and intuitive way

Short version Is there a design pattern for distributing vehicle labels in a non-overlapping fashion, placing them as close as possible to the vehicle they refer to? If not, is any of the method I ...