Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

Filter by
Sorted by
Tagged with
4
votes
1answer
628 views

How do I avoid causing more collisions, when resolving multiple AABB collisions?

I have a lot of AABB bouncing on the screen. Doing collision/response between 2 AABB is fairly easy, but how do you handle this when you can be pulling AABB's apart but making them getting into ...
4
votes
1answer
3k views

How to handle the top of a slope in a 2D tile-based platformer?

I'm working on a 2D tile-based platformer that supports 45-degree slope tiles. There are several questions on the topic, but none seem to cover this precise problem that I have. This excellent ...
4
votes
2answers
219 views

Why is my collision resolution failing on the corners?

I'm tearing my hair out trying to work out how to handle my collision resolution at the corners of the rectangles that I'm colliding with. The code that I'm working with is: ...
4
votes
1answer
1k views

2D Collision response - rotating, moving polygon hitting a wall

I'm trying to bounce a polygon that has both velocity and angular velocity off a (immovable) wall when one of the vertices collides with it. I can detect the collision, and I've worked out how to ...
4
votes
3answers
474 views

XNA Collision is quircky/wobbly, how to improve?

I am sorry if this was already answered but I couldn't find the answer. So I am doing a tile based platformer and when I was making collision I had quiet a struggle I looked here and googled for ...
4
votes
2answers
1k views

XNA 4.0 / C# Collision Response

Okay, this is really starting to annoy me. First of all, detecting collisions is nice and easy. I have a list of tiles, and a player. The player and each tile have their own rectangles. (The tiles ...
4
votes
1answer
1k views

How to handle collision resolution in a top-down car game?

I have a top-down car game which takes place in an arena. The game is very very light on physics, so I'm not actually using a physics engine. The cars' movement is mostly managed by a struct I called <...
4
votes
2answers
918 views

Collision Resolution of Axis-Aligned Bounding Boxes that Change Size

I am developing an action platformer in Python, with Pygame. That said, my question is a general one about collision resolution strategies. I use an axis-aligned bounding box for the purposes of ...
4
votes
2answers
1k views

How to calculate faces involved in collision (Separating Axis Theorem)

I have a game engine created in javascript (https://jsfiddle.net/4gqsq8wf/) which uses collision detection via the Separating Axis Theorem. Currently, it does not have any means of resolving velocity ...
4
votes
1answer
167 views

Collision Response: game character vs. density function

Introduction I am working on my own "novelty" game-engine project, where the world is represented by a continuous density function. It has only one interface, a function that returns the density at a ...
4
votes
1answer
166 views

Issues with player movement and character interaction within Pygame

I am working on a small game that deals the main character, which is a cat, and dogs that chase it. The dogs are able to wander around like they are supposed to do, but the cat will only move a small ...
4
votes
3answers
677 views

Lerping character moving up and down slope tiles

So, when interpolating position against a standard 'horizontal' platform, everything works great. What happens is something like this..... (Question continues after graphic) Now, the question I have ...
4
votes
1answer
474 views

SAT and then what?

I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on ...
4
votes
1answer
2k views

Resultant Vector Algorithm for 2D Collisions

I am making a Pong based game where a puck hits a paddle and bounces off. Both the puck and the paddles are Circles. I came up with an algorithm to calculate the resultant vector of the puck once it ...
4
votes
1answer
812 views

Character jittering with this tile based collision code

I have been trying to get my collision code working for hours now but with every resource I have tried my character still jitters. First I tried using the platformer sample but my character still ...
4
votes
1answer
780 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 ...
4
votes
1answer
110 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
votes
2answers
1k views

How do I calculate rotational impulses in rigid body collisions?

I'm writing a simple 2D physics engine to help me understand the inner workings of physics engines. I'm following Randy Gaul's tutorial which can be found here and It's been extremely useful and ...
3
votes
1answer
300 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 ...
3
votes
1answer
1k views

Sensor based vs. AABB based collision

I'm trying to write a simple collision system, which will probably be primarily used for 2D platformers, and I've been planning out an AABB system for a few weeks now, which will work seamlessly with ...
3
votes
2answers
133 views

Resolving Circle-Circle collision

If you have a stationary circle with radius x, and a moving circle with radius y, when a collision is detected, how can you resolve the collision, such that the moving circle stop? I.e. What would be ...
3
votes
1answer
331 views

How do I deal with collision resolution causing another collision?

I'm making a simple 2D, top-view simulation of an evacuation, sprites running around, looking for exits, going at it, all that good stuff. I have no control over them when the simulation is running, ...
3
votes
2answers
767 views

Collisions between moving ball and polygons

I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D ...
3
votes
3answers
7k views

How can I determine the velocity after impact of a 2D ball collision?

Consider two balls moving towards each other. Each has a given mass and velocity. Assuming the balls collide, how can you determine what direction the balls will take afterwards? (taking into ...
3
votes
1answer
3k views

2D AABB vs AABB side of collision and collision depth

I realize there have been a multitude of questions involving 2D AABB vs AABB collision, but the questions and responses always avoid the simple questions that make it difficult. To keep things ...
3
votes
1answer
865 views

Collision detection for sloping tiles

I've been looking into adding 'sloping' tiles into my platform game and my first attempt at collision detection with these tiles has produced some promising results (considering it's a first attempt), ...
3
votes
1answer
460 views

2D collision resolution: works on each axis individually, but not with both combined

My collision detection method is solid and detects box to box collision every time. Then comes the resolve part which I'm struggling with quite a bit. It works perfectly when I'm manipulating the x-...
3
votes
2answers
412 views

When to detect and respond to collisions?

I've usually implemented collision detection like this in the past: Move entity Check if it collides with anything Resolve the collision by moving it back That's also the approach employed by most ...
3
votes
1answer
4k views

How to calculate collision normal between two AxisAlignedBox's?

I'm writing a physics simulation in Ogre3D and I'm trying to figure out how to calculate the collision normal between two Ogre::AxisAlignedBox's. I am checking for collisions using the "intersects" ...
3
votes
1answer
997 views

Collision resolution - Character walking on ascendent ground

I don't know if the solution to this problem is quite straight-foward but I really don't know how to handle collision resolution on a game where the player walks on an ascendent floor which is not ...
3
votes
1answer
1k views

2D Motocross physics

I'm looking into making a 2D motocross bike game with plausible physics. It should look like this: For a first try, I've created only the player (a motocross driver) and the map (consisting of only ...
3
votes
1answer
62 views

Selective Collision Resolution While Rolling

I am working on a 2D action platformer in Pygame, though my question is a general one. The question concerns selective collision resolution. In short, I want certain collisions to be ignored while my ...
3
votes
2answers
185 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 ...
3
votes
2answers
232 views

Inelastic ball collision

I'm trying to implement basic inelastic ball collision. The example on the link above is for one dimension. It explains that it's the same for 2D but where the velocities are the components in the ...
3
votes
1answer
237 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
votes
1answer
458 views

Resolving collisions with float precision errors

I'm facing a problem when I try to resolve the collision between two units using floats as positions of the units in my game. I am detecting the collisions using the SweptAABB algorithm and if there ...
3
votes
1answer
477 views

How to prevent accelerating along wall during 2d sliding collision response

I'm writing a simple 2d physics system using a circle colliding with edges. When the user presses a key the circle's velocity is incremented by some amount in the direction they pressed. There is ...
3
votes
1answer
1k views

How to resolve collisions when using ray-casting to predict the location of future collisions?

I ran into a question I can't seem to solve, while implementing the movement/ collision checking code for my game. The game is in 2D and all objects in my game use either AABBs or circles as collision ...
3
votes
2answers
2k views

Changing direction after collision

In the first tutorial for GameMaker (catch the clown), I want to set the direction of the clown after the collision with the wall. I want to do it by pressing the wall object with the mouse (before ...
3
votes
1answer
658 views

2D Collision Resolution getting stuck on walls

I've been writing this collision detection system using a tutorial from an article I read and I just cannot for the life of me get it to function 100% correctly. Here's the code for starters: ...
3
votes
1answer
495 views

Is it possible to get the colliding sides using the separating axis theorem?

The title says it all, is it even possible to get the colliding sides? I'm checking for collisions between two OABBs, which works fine using SAT. Now I want to set the moving object's velocity to the ...
3
votes
1answer
288 views

How can I easily model semi-realistically human movement and collision in a 2D game?

I am writing a sports simulation game in which the simulated players will interact physically with each other (i.e. tackle, push, bump...) as well as do individual actions such as changing direction ...
3
votes
3answers
196 views

Collision and Graphics integration

I'm a little confused about the integration between collision and graphics. They both need to share the same position in the world. The most obvious choice is the center of the entity, which is good ...
3
votes
1answer
774 views

How are collision and collision callback systems usually implemented?

I'm writing my own game engine for learning purposes and was wondering about common ways to handle collision callbacks/responses. I'm NOT looking for ways to resolve collisions (no math needed here), ...
3
votes
1answer
257 views

Collision Managers and bitmaps

I am rewriting a game I made to use a (custom) collision manager that uses the minimum displacement method. As of now, my simple manager can only recognize and act on a couple of shapes - Circles and ...
3
votes
1answer
385 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
votes
0answers
204 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 ...
3
votes
1answer
337 views

How do you get the collision plane when using AABBs? [duplicate]

My collision detection initially seemed to work well enough, but my answer to this question shows that I have went with SAT testing now instead. My goal was to find the plane at which to slide the ...
3
votes
3answers
6k views

Circle-Rectangle collision resolution

I have a non axis aligned rectangle, like a car, in my game. I have to check and resolve the collision between the rectangle and circle, which is stationary. I have found lots of ways to determine ...
2
votes
1answer
889 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 ...

1
2
3 4 5
8