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Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

59 questions with no upvoted or accepted answers
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5
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0answers
43 views

If collision move around the collider

I am writing a game in Java, I have this long method to move GameBodyObject towards the point: ...
5
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5answers
1k views

Lunar Lander calculating gravity, acceleration and collision in GameMaker

I've already asked this on the GameMaker forums but had no response so far. I'm making a little Lunar Lander game as my first foray in to GameMaker, I'm wanting to have the ship land and take off ...
4
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1answer
105 views

How can I determine “exact moment” of collision with ray casting?

I'm currently brainstorming how the physics for my game engine is going to be handled. It's top down and I'm thinking of using ray casting for collision detection. I've reached two potential problems (...
3
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1answer
284 views

Rigid body falls through static mesh even though collision is detected

I'm using Jitter Physics to create a game. For testing, I have ball (a spherical rigid body) falling onto a small box-like mesh. The problem is that the ball falls straight through the floor, even ...
3
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0answers
199 views

Game Physics: Calculating a collision response using the Separating Axis Theorem?

I am working on a project in which I have implemented the Separating Axis Theorem to detect collisions between objects. My current collision response is an object that contains whether it is ...
3
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1answer
708 views

How to handle collision detection

So the way that I am doing the movement for my game is that you can left click a unit (which is just a rectangle object), and then it is selected. While it is selected, you can right click and that ...
3
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0answers
191 views

Is there an algorithm for collision resolution that factors in velocity?

I'm trying to program collision detection between moving convex polygons. To detect collisions, my program uses the GJK algorithm, and to resolve the collisions, it uses EPA. The problem with EPA is ...
2
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0answers
57 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: ...
2
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0answers
764 views

Implementing Separating Axis Theorem to Detect and Handle Sliding Collisions

I am having a bit of difficulty detecting collisions properly with separating axis theorem. My code seems to be giving a lot of false alarms. Also, I've looked into implementing sliding collisions ...
2
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0answers
160 views

2D Polygon Collision push direction with large polygons

I have a collision detection/resolution implementation that uses the Separating Axis Theorem. Detection and such works perfectly fine, as well as resolution for most objects/shapes in my game. ...
2
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0answers
681 views

2D Distance Field as collision handler method

Pixeljunk Shooter has really cool fluid simulation. I found the dev's video explaining what they did. Here I understand that it is particle based simulation Smoothed Particle Hydrodynamic I can ...
2
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1answer
596 views

Collision in PyGame for spinning rectangular object.touching circles

I'm creating a variation of Pong. One of the differences is that I use a rectangular structure as the object which is being bounced around, and I use circles as paddles. So far, all the collision ...
1
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0answers
27 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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0answers
28 views

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 ...
1
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1answer
46 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 ...
1
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0answers
50 views

How to resolve collision of two or more linearly moving non-rotating axis-aligned 2d boxes?

Sorry for my bad english. In my game, to resolve collision of a moving-box (e.g. the player) and fixed-boxes (e.g. tiles) :- I check in advance whether a moving-box is going to collide with a ...
1
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0answers
55 views

High level overview when handling collision detection (or resolution) with overlapping when already touching

I'm looking for some advice on handling collision detection when you've already collided (at a high level). Suppose we're using 32-bit floating points, but with the constraint that the entire level ...
1
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0answers
243 views

Resolving collision with multiple objects

I already have SAT implemented for collision detection and MTV computation and it works totally fine when my character collides with only one object. But it's possible that there is a collision with ...
1
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0answers
40 views

Weird issue in collision resolution of non-static bodies

I'm a bit of a beginner in engine development, so I decided to write my own engine from scratch so I could learn more about what happens under everything. I've been progressing fairly well, except ...
1
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0answers
428 views

2D physics engine: Impulse based collision response with contact point manifold

I'm implementing a 2D physics engine where collision response is based on impulse computation. I'm going to first expose the context, then the problem, and finally the questions. Context Simple ...
1
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0answers
175 views

Stuck at tile seams using 2D collision

I'm making a little top down 2D dungeon crawler, and have pretty much fallen over at collision detection with my dungeon walls. I have figured out how to stop my player sprite at the walls, but I'm ...
1
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0answers
105 views

SAT collision detection and stacking objects

I'm working on a small game for Android which deals with some simple physics, including the need to stack objects on top of one another without jitter. This infamous "stacking collisions" issue with ...
1
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0answers
31 views

Defining collision rules in Farseer XNA

I'm trying to integrate Farseer into my XNA game. Since I'm using an EntityComponentSystem approach, I've added the Body inside a component and added it to the players' components. One thing I'm ...
1
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0answers
393 views

How to resolve multiple simultaneous ball collisions in a pool game?

I'm trying to simulate a break shot in billiards (1 ball hits a pyramid of 15 balls). The formula for 2D ball collision works correctly in my game. But when it is applied to the break-shot, the result ...
1
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0answers
289 views

Handle floating point precision errors in collision detection and resolution

I am experimenting with a continuous collision detection and response of points on a tile map. This are my results for now: I did this by shooting a ray (red line) from the current position (red ...
1
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0answers
58 views

Detecting the two Vector3 that determine the bottom-edge of the side of a box-collider that had collision (with C#)

So, I understand that plenty of questions have been posted on how to detect which side of a Box Collider had collision. However, what I am trying to achieve is a little different. I want to find out, ...
1
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0answers
216 views

Collision detection for multiplayer game with MatterJS

We are developing JavaScript multiplayer top down game where characters can move freely and collide with each other. We are rather weak at mathematics and physics, luckily we don't need much, just ...
1
vote
1answer
668 views

Cocos2d - Physics bodies randomly loosing Velocity along an axis after impact

This just started occurring and seems to randomly happen during, and between, game sessions. A dynamic moving body collides with a static body and instead of bouncing off looses (almost completely) it'...
1
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1answer
1k views

Cocos2dx+Chipmunk: Fully elastic collision between moving bodies

I'm using Cocos2dx and the built in Chipmunk physics engine, and currently I've got my PhysicsBodys' materials set up with: Density=0 Restitution=1 Friction=0 in ...
1
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0answers
62 views

Manual response when 2 shapes made of rectangular volumes collide

I have 2 compound objects made of rectangular blocks. One of them (the one that is moving) has a script that listens to OnTrigger callbacks. What I need is to position the moving compound object on ...
1
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0answers
339 views

How can I find the collision response between a moving sphere and cube?

I'm implementing my own algorithm for sphere and cube collision response. So far I'm able to only test if both of them overlap. My problem is: A cube is rotating around its axes i.e x and z axes. And ...
0
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1answer
18 views

Way to Reset Varible After Collision Resolution - Gamemaker

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 ...
0
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0answers
23 views

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: <...
0
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0answers
18 views

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 ...
0
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0answers
17 views

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 ...
0
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0answers
74 views

What is wrong with my collision detection?

I am trying to create a collision detection system between block using this code: ...
0
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2answers
137 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 ...
0
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1answer
51 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. ...
0
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0answers
9 views

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 ...
0
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0answers
43 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, ...
0
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0answers
24 views

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 ...
0
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0answers
44 views

2D AABB Swept Collision Algorithm Premature Collision

I've been following this pseudo code for my implementation of 2D AABB Swept Collision: ...
0
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0answers
24 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: ...
0
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0answers
35 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, ...
0
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0answers
31 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 ...
0
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1answer
181 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 ...
0
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0answers
114 views

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 ...
0
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0answers
338 views

3D Coulomb Friction - Use Collision Impulse To Calculate Friction Force?

I've been using this document to learn how to implement a very basic physics engine. The section on Coulomb Friction on page 55-56 (marked as pages 43-44) confuses me. It observes that the friction ...
0
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2answers
79 views

Collision stickyness problem on multiple inputs

I've been trying for a couple of days to solve an issue I'm having with top-down 2D collisions, whenever I collide with tiles that have adjacent collidable tiles my player sticks to the wall, If I ...
0
votes
2answers
256 views

Why is my collision code blocking the player's movement in XNA?

I have the following code to check for collisions in my game, but this code doesn't work it as should. For example: I go from up to down and if collision is detect I can't turn right; if I go from ...