Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

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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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63 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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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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40 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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51 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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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
34 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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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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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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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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105 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
123 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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402 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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63 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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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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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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296 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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Physics Collision Resolving with Estimated Rotation

So I have a Sphere that I want to simulate simple estimated physics on it. I substepping with trace to find collisions, once I have the collision I can query Collision Location and Tangent - based on ...
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245 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
45 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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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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59 views

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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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
78 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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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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How to check if moving OOB will resolve the collision?

I now (thanks to several questions that were already asked here) that I can use SAT to check if two OOB are intersecting or not. But what if they are already intersecting? My situation is: I have two ...
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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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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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202 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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61 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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80 views

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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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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484 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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233 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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273 views

Terrain collision with sphere and OBB

I'm implementing my physics engine for my 3D game. So far I've been able to implement collision detection between OBB, spheres and planes. The engine generate contacts and resolve them with an ...
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682 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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1answer
137 views

How to allow to slide rectangle to not colliding with corners between two rectagles?

I am detecting each side of collision between two rectangles, and wen I collide them, lets say, with the left side, it also detects collision on the top side when I move to the top, and the downside ...
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2answers
159 views

How to use separating axis theorem to allow for sliding along walls

I'm making a 2D platformer game and using the separating axis theorem for collision detection, but I want the player to be able to walk along the ground and slide on walls and other stuff and I can't ...
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How can I get visually accurate collision normals with sphere collisions?

I'm solving simple 3D sphere collisions by checking the sphere for overlap with a mesh, finding the nearest point on that mesh's surface to the center of the sphere, and then resolving the collision ...
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189 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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