# Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

66 questions with no upvoted or accepted answers
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44 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: ...
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 ...
116 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 (...
472 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 ...
208 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 ...
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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 ...
87 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 ...
63 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 ...
70 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 ...
459 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 ...
41 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 ...
671 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 ...
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### 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 ...
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### 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 ...
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### 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 ...
430 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 ...
370 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 ...
63 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, ...
257 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 ...
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### 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'...
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### 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 ...
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### 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 ...
365 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 ...
19 views

### Proper sphere to triangle collision resolution

I am working on a 3D game. For simplicity sake, the player is currently represented as a sphere. I have implemented an intersection test between a sphere and triangle, which returns a packet ...
26 views

### 3D collision response advice for complex meshes

I am trying to use my own collision detection system in Unity to speed up my game. My problem is that when rigid bodies sit on top of static bodies, they will balance unrealistically on one edge or a ...
26 views

### Character controller collision edge cases

Im trying to implement a basic 3d character controller. The way i currently do collision is; i check wether or not the character is inside any geometry before movement. If this is the case, i find the ...
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### Regarding static collision resolution between two circles

I have some code that resolves the positions of two circles when they collide: ...
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### How to Implement One-Way Slopes?

I am working on a 2D platformer in Unity and am doing my own collision detection. I was previously using the method described in Sebastian Lague's popular YouTube tutorial, where you break your ...
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### Issue with 2d Angular Car Collision Response

I am having trouble getting the angular collision response to work properly in my 2d car simulation. I have gotten the linear collision response to work between the vehicles, however, the angular ...
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### Swept 3d capsule intersection with AABB, what am I actually supposed to use to accomplish this?

I'm trying to figure out how to do continuous collision with a capsule (which would represent a collision volume for a player for example). Given how common the capsule is in many game engines, and ...
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### Correct way to compute separation velocity from impact velocity, normal, friction and resitution?

I am creating a simulation of rigid bodies in 2D space. My collision detection returns: normal - The normal vector of the collision (e.g. ...
51 views

### How to do collision resolution with 2d rectangles?

I am trying to create a basic side scroll 2D game. There are lots of documentation on collision detection but I find the easiest to use at the moment is just basic AABB Collision. This is my basic ...
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### How to implement joints in and impulse based engine

I have been writing a 2D physics engine (for fun and learning) for a while now. I have managed to implement collision detection along with collisions responses with angular impulse and frictional ...
27 views

### Algorithm for simulating collision between circles of different mass

First of all, I'm not sure if this is the right site for this question, as it's actually a game I'm developing. However, I thought that this would be a common thing to need to know in games, so I put ...
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### What is the correct formula for penalty forces?

I am trying to add penalty forces between two hard body objects, so when they collide they move in a realistic way. What I have so far is this: ...
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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 ...
203 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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### 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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### 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. ...