Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

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61 views

How to make planets “stay together” on collision

I working on a 2D planetary orbit simulator and I've encountered a problem regarding the collision of planets. Currently, here is what I have ...
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1answer
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How to improve the charactercontroller for jumping?

I have an issue with my character controller, when I jump, it sometimes lands on surfaces it shouldn't be able to land on, like very steep slopes etc (even though my max slope is 45 deg). In this case,...
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Pygame Collision | Why do I slide up walls in my tile based game?

My player if in contact with a wall either left/right/top(head) they will be able to just continue in the Y direction if you press jump as if you were flying. This is for all walls and invisible walls ...
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1answer
35 views

SAT Collisions: Resolving rotations

Currently I have a working 2D SAT collision system with only boxes, but works with static rotations as well, leaving room for triangles. One of the issues I've been able to resolve was tunnelling, ...
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1answer
53 views

Super mario bros “rounded” tile collision detection

I'm working on a Mario bros clone with SDL and C++ (purely for educational porpuses / and for fun) I got collision detection working by using AABB collision detection and resolving one axis at a time: ...
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1answer
26 views

Speed after an angled collision?

I can calculate the speed when there is no angle, but I can't calculate the speed when it is angle. Physics paramaters: ...
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1answer
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How to move player out of multiple penetrating colliders?

The player in my game can teleport like Noctis from ffxv.The player shots a weapon projectile and then teleports to the projectile. I'm using raycast to calculate the weapon position after thrown. ...
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OnActorHit not calling hit function in Unreal Engine

I am trying to make a pong game in a 3D landscape. I want to make the ball bounce around the box or the Pong pad. But the ball just goes through the walls and pad, but the pad collides with the walls. ...
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How can I prevent two rectangles from overlapping?

I have two rectangles defined by their respective left, right, top and bottom. I'm trying to prevent the collisions for these two rectangles but I cannot find a working solution. I am obtaining the ...
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1answer
87 views

Topdown Game Collision Detection

I am working on a simple game with topdown movement, but I am unable to get the collisions to work properly. I know the collision detection itself works, but the constraining of the player is where I ...
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Help with Minecraft-like AABB-AABB collision detection and resolution

I am currently working on a Minecraft like game with OpenGL and C++. I've gotten as far as abstracting a Camera object and setting up movement and even defining basic gravity like simulations, but I ...
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1answer
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Implementing a movement and collision system with Vectors and Area

I've scoured gamedev for around 45 minutes, but I'm unable to find a detailed approach to implementing a movement and collision system for games - specifically, when to use which process, and what to ...
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1answer
44 views

Box collisions between vehicles in traffic pattern

I'm working on a traffic simulator. Right now, I have ways to manage 4-way stop intersections and a solution for efficiently determining which vehicles are colliding with one another. All vehicles ...
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Pong paddle and deflection angles

I'm trying to make a pong clone and am having trouble grasping ball deflection. The way I'm approaching it is to increase the angle by how far the ball collides from the middle of the paddle. However, ...
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Calculate Collison Point (approximation) between two oriented bounding boxes [duplicate]

I implemented the separating axis theorem to detect collisions between two oriented bounding boxes (which is working fine). To do the collision handling, I am required to calculate the collision ...
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Pushing an object on other colliders makes the pusher object go through

The Wall moves to the right and pushes the Character with it. The character travels along a bunch of Blocks with colliders attached to them. This is the result: At some point, the Character gets ...
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1answer
53 views

2D Collision detection: rewinding to moment of first intersection

I am working on a collision system in a Platformer tile-based game. All tiles are AABB. I am trying to implement "Rewind to Moment of First Intersection" mentioned in this post's second point. The ...
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54 views

High speed collision detection using separating axis theorem

I’m using the SAT and the minimum translation vector from it to detect and handle collision in my 2D game. It works great for regular speeds, (i.e. when the speed is low enough so that an object doesn’...
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1answer
60 views

Problem with diagonal collision response using PyGame

So I have been having this problem for the last few days and it has me really frustrated. What I am trying to do is resolve collisions with custom hitboxes in PyGame and it looks something like this: ...
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RigidBody Collision Handling with Verlet Integration

Hi I'm reading the Jakobsen Paper "Advanced Character Physics" which explains how the verlet integration along with a tetrahedron (4 particles) can form a structure usable for rigidbody (with 6 length ...
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1answer
51 views

Way to Reset Varible After Collision Resolution

I have some code that, if a player is in contact with the wall, prevents the player from moving. Is there any way with this code to reset the collide variable, and if not, what would be the simplest ...
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1answer
28 views

Way to Get Collision Box Width Gamemaker

I was coding the wall collision system for my game, and I wanted to do it using intersect boundaries instead of checking every step if they are off the screen. When the player crosses the boundary ...
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Numerical errors in Player collision offset causing player to fall through the ground the next frame, how to avoid?

I'm trying to implement player physics with arbitrary objects, in this case, a bunch of cubes. I wanted to add a "floor" so in my cube collision function, I added the following following lines: <...
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2answers
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2D game with collision detection, and I need help with how to resolve a collision

At the moment I have built a custom Vector2 class and have a character object that has an acceleration vector (modified by vector forces), a velocity, and a position as well as bounding boxes for ...
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2answers
114 views

How To Resolve Collision Before it Occurs

I have 2 objects, A and B, in a 2 dimensional space. If I know A is trying to move by vector M (that is to add vector M to the positional vector of A), and that A will collide with B after A moves, ...
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Moving point (as line)-Polygon collision detection

i've reached a good point with my engine, with static/instant collision detection and callbacks in case of collision. By instant collision detection i mean: Object A moves from x1y1 to x2y2 Check if ...
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Stop the player to prevent it from being thrown away after collision

I'm trying to write a script where when the player (kinematic) comes up against an enemy he stops, jumps and gets dynamic again. The problem is that when it returns dynamic it is thrown away and does ...
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What is wrong with my collision detection?

I am trying to create a collision detection system between block using this code: ...
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1answer
137 views

What to do with collision detection?

I am able to get collision detection (CD) into my game but... what do I do with it? Do I push the player back to the last location? Something else? I am programming the game in C++ using the Irrlicht ...
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2answers
565 views

Dragging a Rigidbody2D without passing through obstacles

I have this body of code written for an object that needs to be an obstacle and another object that is draggable. I have colliders on both and a kinematic rigidbody on the draggable object, but the ...
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117 views

Unity Tilemap collider stopping player's movement [duplicate]

I am using tilemap collider to create collision between my world tilemap and the player, but sometimes when the player runs on the tilemap, it stops the player's movement and kind of makes it look ...
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1answer
82 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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28 views

Polygon doesn't bounce enough in edge-ground collisions (but it does in vertex-ground collisions)

I'm currently making a (basic) physics engine in Python in which I want a polygon to bounce off the ground (\$y=0\$). When a vertex hits the ground, I apply the (linear) impulse $$\overrightarrow{P}...
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1answer
385 views

How to make a ball move with constant velocity after a collision?

In my scene there is a player and a ball a few units above the ground. The ball has a rigidbody2D attached with zero gravity. I built a "cage" with square sprites to simulate the edges. I would like ...
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1answer
299 views

How do I apply angular velocity vector after a collision?

I'm writing a small 3D physics engine, and I am trying to get the angular velocity vector of two shapes, specifically two cubes. For deeper understanding I have divide the motion to linear and ...
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1answer
60 views

Detect collision point [duplicate]

I'm writing a 3D rigid body physics engine, I am using OpenGl for simulation. Only convex objects are considered. My question involves how to detect the point of ...
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0answers
44 views

Objects are stumbling in place continuously. How to fix that?

I have a nasty problem with my physics engine. Objects sometimes just jump in place, or roll left and right. Main game loop works in that manner: Every living object is updated (it changes velocity, ...
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1answer
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How to make object that moves with constant speed not overshoot the object it collides with?

To learn LOVE2D I am creating a simple project. Player moves the square with arrows keys until it hits the goal square, at which point the game is won. ...
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0answers
87 views

How to resolve a sphere-mesh collision?

I'm making a rolling-ball type game, and I can't seem to get my sphere-mesh collision code working properly. Currently what I have for the main loop (in regards to collision) is the following: ...
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1answer
88 views

2D AABB Collision

Detecting a 2d collision is easy, but after that, I'm having trouble fixing the AABB position to where it should be. I think it would be something like ...
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1answer
52 views

2D character tips over sideways after collision with platform

This is what happens when my player character jumps and collides with a platform from the side. The player character tilts over or ends up upside-down or sometimes on its back. How can I prevent this?...
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1answer
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Issues with AABB on a platformer game

i'm facing an issue at the moment in my javascript/html platformer game that despite searching for this issue i can't solve. The problem is this: When i place two platforms next to each other and the ...
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Handling strange physics behaviour while sliding between coplanar surfaces

We've got a character setup based around manually resolving collisions, and we're using bullet to do so. Our characters have a kinematic rigidbody to push things around, but their movement and ...
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0answers
25 views

Adding a collider to a wheel in a way that does not interfere with the suspension

I want to add a collider to a wheel so that it does not interfere with the suspension in any way but will allow the car to run into walls or other cars. The implementation of the wheel is as follows: ...
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2answers
274 views

2d Rectangle Collision Resolution: Find rollback point

I have a 2-part question: 1: I have 2 rectangles, A and B. B is a wall and A is moving. My simple logic here is every time A moves, it moves based on some (x,y) offset and then checks if it collided ...
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1answer
66 views

Detecting a Collision Between Two Bodies Undergoing Multiple Transformations

I have been searching for an answer to this for a really long time and I have not found any definitive answers as of yet. What I am trying to do is determine if and when two bodies collided between ...
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1answer
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How can I prevent the balls from overlapping?

I am making a ball rolling game controlled by tilting an accelerometer. In my game multiple balls overlap, so they end up showing as only one ball. How can I solve this problem, so balls do not ...
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0answers
55 views

How can I calculate the initial velocity of a cue ball after hitting it with a cue stick?

I'm currently building a billiard game, and I'm faced with the following problem: A cue ball is hit with a stick at an angle equal to Θ. Given that the stick is hit at the exact center of the ball, ...
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2answers
592 views

How do you make a particle system collision add a force to an object towards the particle system?

I have a lightning particle that gets shot at the ground. I want the particles to collide with the object they hit and add an upward force. I tried just entering a negative force in the Collider Force ...
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1answer
275 views

2d side scroller slope physics and collisions

In old 2d games such as double dragon, streets of rage etc. where the player could move “up and down” on the y-axis to give an illusion of depth (as opposed to something like Mario) how were slopes ...

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