Questions tagged [collision-detection]

Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

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20
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3answers
36k views

OBB vs OBB Collision Detection

Say you have two Bounding Box Objects each of them storing the current vertices of the box in a vector with all the vertices of the object rotated and translated relative to a common axis. Here is an ...
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5answers
13k views

How do I detect the direction of 2D rectangular object collisions?

After this question, I need some more help. How can I find out which side of a rectangle a collision came from and react accordingly? The blue arrows are the paths that some circular objects would ...
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4answers
10k views

Finding the contact point with SAT

The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector ...
63
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11answers
96k views

What is the fastest way to work out 2D bounding box intersection?

Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.
11
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2answers
6k views

Microsoft XNA Platformer Example, is the Collsion Detection implemented accurately?

The example provided by Microsoft seems as if the collision detection (from what I can see) will have a small error. When the user collides with an Unpassable tile, the depth of the intersection is ...
4
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1answer
688 views

Platformer collision problems

I am working on a platformer 2D, and i am currently focusing on collision. I have the actual rectangle(class: Rect) and i can detect if the player-model is intersepting it. However, when it comes from ...
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1answer
1k views

Car driving through walls with transform.Translate()

I need help with a script for a very simple car that uses transform.Translate: ...
78
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6answers
37k views

How does a collision engine work?

How exactly does a collision engine work? This is an extremely broad question. What code keeps things bouncing against each other, what code makes the player walk into a wall instead of walk through ...
51
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7answers
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2D Platformer AABB collision problems

I have a problem with AABB collision resolution. I resolve AABB intersection by resolving the X axis first, then the Y axis. This is done to prevent this bug: http://i.stack.imgur.com/NLg4j.png The ...
17
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1answer
18k views

Fast, accurate 2d collision

I'm working on a 2d topdown shooter, and now need to go beyond my basic rectangle bounding box collision system. I have large levels with many different sprites, all of which are different shapes and ...
14
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2answers
8k views

How do I handle collision detection so fast objects are not allowed to pass through walls?

I'm creating a 2d sidescrolling shooter, and I'm having a little trouble with collision detection for the bullets. Everything including the bullets are objects with their own polygons / update methods....
2
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1answer
2k views

How to implement uniform grids

Up until now, I implemented all-against-all collision detection in my games. It worked fine. But I reached a point where implementing this kind of collision detection, makes the game run poorly, ...
19
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2answers
5k views

Where should collision detection logic be placed?

I am developing a small 2D game engine. The characters have a paint method which currently does the following: Calculate the new position of the character as per its speed, etc. Update the collision ...
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10answers
71k views

most efficient AABB vs Ray collision algorithms

Is there a known 'most efficient' algorithm for AABB vs Ray collision detection? I recently stumbled accross Arvo's AABB vs Sphere collision algorithm, and I am wondering if there is a similarly ...
39
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6answers
6k views

Hexagon collision detection for fast moving objects?

A object has a position and a speed vector. Usually only the position is used to check if two objects collide, this is problematic for very fast moving objects as it can happen that the object moves ...
29
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3answers
19k views

How many and which axes to use for 3D OBB collision with SAT

I've been implementing the SAT based on: Dynamic Collision Detection using Oriented Bounding Boxes [PDF] On page 7, in the table, it refers the 15 axis to test so we can find a collision, but with ...
24
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4answers
12k views

Should collision detection be done server-side or cooperatively between client/server?

I am working on an online game that will have very heavy collision detection processing. Player models will collide with other players, mobs, structures, terrain, and solid objects that only exist ...
24
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9answers
3k views

Is there a simple way to stop enemies standing in the same spot?

So: top-down game, my enemies chase the player, when they get within a certain distance they stand still and fire. If they're all coming from the same direction they all end up standing in the same ...
11
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3answers
22k views

How can I implement fast, accurate 2D collision detection?

I'm well aware of how to detect if two or more 2D objects collide but I'm interested in how to decide whether to check for a collision. In previous projects, I just had every object check against ...
28
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6answers
6k views

How to decide which GameObject should handle the collision?

In any collision, there are two GameObjects involved right? What I want to know is, How do I decide which object should contain my OnCollision*? As an example, let'...
9
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8answers
11k views

How do I prevent my platformer's character from clipping on wall tiles?

Currently, I have a platformer with tiles for terrain (graphics borrowed from Cave Story). The game is written from scratch using XNA, so I'm not using an existing engine or physics engine. The tile ...
6
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4answers
7k views

Which Side Was Hit?

I am working on an Android game and I have two objects A and B (both rectangles) and when they collide I simply want to know which side of B was hit. I have detected the collision fine, but I am ...
12
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3answers
7k views

Small, High-Speed Object Collisions: Avoiding Tunneling

EDIT/UPDATE: My biggest question right now is whether step 3's "t=..." equation is a good idea or there a better way to do it. Most other issues have been partially or fully addressed, but no ...
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 ...
13
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2answers
2k views

Combining Many Small Colliders into Larger Ones

I am creating a game using a tile-map made of many thousands of grid squares. At the moment, each square has a square collider on it for checking collisions. However, with many thousands of tiny ...
11
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3answers
4k views

Isometric Collision Detection

I am having some issues with trying to detect collision of two isometric tile. I have tried plotting the lines between each point on the tile and then checking for line intercepts however that didn't ...
7
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2answers
9k views

How to determine collision direction between two rectangles?

I am trying to figure out how to determine the direction a collision occurs between two rectangles. One rectangle does not move. The other rectangle has a velocity in any direction. When a collision ...
6
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4answers
3k views

How do I calculate the angle of the slope at a point on a 2D bitmap terrain?

I have an arbitrary destructible bitmap terrain like the one in "Worms". It's easy to work out if a character or missile intersects the terrain, but how do I work out the angle of the slope at the ...
0
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2answers
408 views

Floating point precision issue with Box2D

I'm using Box2D and I am putting edge tiles as b2Bodies so that the tile world can have physics: The problem is that there are 3 b2_kinematic bodies under the player right beside each other. Every ...
12
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5answers
4k views

2D Level design/editing/saving questions [closed]

I thought about making a simple 2D Sidescroller game like SuperMario. Then i wondered about how to save, load or create the levels for the game. The first thing i thought of was drawing a simple ...
13
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1answer
3k views

Quad trees/grid based collision - putting logic into action

First of all, I've only been writing my own game logic for a short while, so I apologize if this might seem straight forward. I've been reading a lot about quad trees and grid based collision ...
29
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6answers
18k views

How do I calculate distance between a point and an axis-aligned rectangle?

I have a 2D rectangle with x, y position, height and width, and a randomly positioned point nearby. Is there a way to check if this point might collide with the rectangle if it is closer than a ...
22
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4answers
8k views

How to deal with corner collisions in 2D?

I'm writing a top down 2d XNA game. Since its my first I'm trying to write the physics and collision stuff myself to learn it. Whenever my player sprite character attempts to move into a position ...
15
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3answers
12k views

Collision resolution in case of collision with multiple objects

I have static objects and movable objects. The collisions are detected using the separating-axis-theorem. For example, in this situation I have two static objects (in red): and a movable object ...
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2answers
5k views

How can I improve my collision detection's performance?

I'm new to programming and want to speed up the collision detection in my C++ 2D platformer game engine. Currently, only the player's collision detection works: Every frame, the player's update ...
10
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2answers
14k views

Breakout Collision: Detecting the side of collision

I am writing a breakout clone (my first game) and am totally stuck as to how I figure out which side of the brick was hit. I have a collision detection method that looks like this: ...
3
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1answer
6k views

Making an efficient collision detection system

I'm very new to game development (just started 3 months ago) and I'm learning through creating a game engine. It's located here. In terms of collision, I know only brute-force detection, in which case,...
7
votes
1answer
4k views

Sidescroller variable terrain heightmap for walking/collision

I've been fooling around with moving on sloped tiles in XNA and it is semi-working but not completely satisfactory. I also have been thinking that having sets of predetermined slopes might not give me ...
13
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5answers
5k views

2D Rope Collision Detection

I'm wanting to create a rope that can collide with objects like in the following youtube video: 2D Game Physics Rope I'm thinking that you implement the verlet integration which uses points and ...
11
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3answers
1k views

How to separate colliding objects without creating more collisions

Suppose I use a simple discrete collision detection system where I move all objects then check for collisions. I want any colliding objects to be separated (of course) and assigned appropriate ...
8
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1answer
6k views

Given a plane and a point, how can I determine which side of the plane the point is on?

Given the point Vector pos = new Vector(0.0, 0.20156815648078918, -78.30000305175781, 1.0); and the plane (triangle) ...
7
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4answers
5k views

2D Platformer Collision Handling

I am trying to create a 2D platformer (Mario-type) game and I am some having some issues with handling collisions properly. I am writing this game in C++, using SDL for input, image loading, font ...
7
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2answers
3k views

How can I implement rectangle collision response?

I am working on a game in JavaScript and my current implementation of collision uses the shortest distance to push the intersecting object away, which isn't always correct. I've made this diagram of ...
5
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2answers
3k views

How do I resolve a collision of a rectangle with two rectangular tiles at once?

I am having some problems with collision detection between a player and the environment in a tile-based game. I have a player objects, Tiles and what I call ...
7
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2answers
3k views

How do I find the point of impact with 2D per-pixel collision detection?

I'm creating a platformer and have implemented per-pixel collision detection. However, this has caused 2 obstacles that I've yet to figure out. The first obstacle, which this question is about, is ...
2
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2answers
12k views

Collision detection - Smooth wall sliding, no bounce effect

I'm working on a basic collision detection system that provides point - OBB collision detection. I have around 200 cubes in my environment and I check (for now) each of them in turn and see if it ...
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2answers
1k views

How can I determine the direction of the balls after collision in billiards game?

I'm making a billiard game and I have two questions: How do I find the velocity of two balls when they collide with each other and how do I apply it to both balls? I already know the angles that ...
46
votes
4answers
7k views

A ball hits the corner, where will it deflect?

I need to brush up my trigonometry and hope you can help here with a simple mathematical model. Here is my model so far in the image attached. I am aware that the frame animation has other problems ...
27
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2answers
16k views

Quad tree vs Grid based collision detection

I'm making a 4 player co-op r-type game, and I'm about to implement the collision detection code. I've read a lot of articles and stuff about how to handle collision detection, but I'm having a hard ...
12
votes
3answers
26k views

Is there a good way to get pixel-perfect collision detection in XNA?

Is there a well-known way (or perhaps reusable bit of code) for pixel-perfect collision detection in XNA? I assume this would also use polygons (boxes/triangles/circles) for a first-pass, quick-test ...