Skip to main content

Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

Filter by
Sorted by
Tagged with
1 vote
1 answer
386 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: ...
Tripti's user avatar
  • 21
0 votes
1 answer
84 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 ...
user avatar
0 votes
1 answer
228 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 ...
user avatar
1 vote
2 answers
1k views

How to resolve a collision in 2D game?

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 ...
Aquaphor's user avatar
1 vote
2 answers
170 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, ...
PoisonedPorkchop's user avatar
1 vote
1 answer
2k 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 ...
detection's user avatar
0 votes
2 answers
3k 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 ...
MContributor's user avatar
1 vote
1 answer
3k views

Measure force of an impact to deal damage

I don't know how to name what I am searching for... Force, Impact? It's easier to explain with an image for me. We have two GameObjects with colliders, A and B. They can move in any direction (top ...
Borhink's user avatar
  • 113
0 votes
1 answer
172 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. ...
over_stack's user avatar
1 vote
0 answers
38 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}...
Jonas De Schouwer's user avatar
0 votes
1 answer
2k 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 ...
Carnevale Valentina's user avatar
4 votes
1 answer
1k 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 ...
Falyoun's user avatar
  • 105
0 votes
1 answer
460 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 ...
Falyoun's user avatar
  • 105
0 votes
0 answers
57 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, ...
trollingchar's user avatar
2 votes
1 answer
151 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. ...
shinkarom's user avatar
2 votes
0 answers
251 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: ...
Yoshimaster's user avatar
1 vote
1 answer
449 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 ...
anon18975's user avatar
0 votes
1 answer
296 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?...
Mr.gon96's user avatar
2 votes
1 answer
527 views

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 ...
Dom's user avatar
  • 123
2 votes
0 answers
101 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 ...
Mick Derks's user avatar
0 votes
0 answers
131 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: ...
Sprocket Creations's user avatar
0 votes
2 answers
985 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 ...
errandel's user avatar
1 vote
1 answer
165 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 ...
Jedi_Maseter_Sam's user avatar
-1 votes
1 answer
184 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 ...
Adnan's user avatar
  • 1
0 votes
0 answers
205 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, ...
Saif Taher's user avatar
1 vote
2 answers
2k 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 ...
JoffLobster's user avatar
2 votes
1 answer
670 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 ...
TommyBs's user avatar
  • 417
0 votes
1 answer
864 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 ...
Luca's user avatar
  • 143
4 votes
1 answer
5k 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 ...
user3702643's user avatar
1 vote
1 answer
170 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 ...
Asier's user avatar
  • 13
1 vote
2 answers
509 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 ...
William Thompson's user avatar
1 vote
0 answers
445 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 ...
IanLarson's user avatar
  • 771
1 vote
1 answer
757 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 ...
Wurger Wulf's user avatar
1 vote
1 answer
114 views

Subtracting magnitude from 2D circle contact

I'm trying to create an agar.io clone. In agar.io, each player can have multiple cells that "chase" the mouse pointer. The cells can also have multiple masses and the velocity is tied to the mass. The ...
Ben Hoff's user avatar
  • 113
5 votes
4 answers
10k views

2d Rectangle Collision Resolution

My Journey... I've long struggled with rectangle to rectangle collision resolution. I've been making games for almost 10 years and still have yet to find a foolproof, reliable strategy. When doing ...
Gage Hendy Ya Boy's user avatar
0 votes
1 answer
702 views

Finding the contact point of two spheres

Is there a way to get the normal and depth of two spheres that have collided. I know that it is something to do with the center and radius of two spheres but I am not sure what
user avatar
0 votes
0 answers
436 views

How do I get an aabb's collision normal [duplicate]

I have two aabbs and I need to know the collision normal of the to help me slide the aabbs across themselves. I have searched google but nothing really came up. How do I get the collision normal of ...
user avatar
3 votes
2 answers
504 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 ...
19172281's user avatar
  • 151
2 votes
1 answer
2k views

Unity3d physics stability with low fixed timestep

I'm developing a vehicle simulator game for mobile platforms. This vehicle has some hydraulic arms. I use hinge joints and configurable joints. There can be collisions to walls etc. When I set a low ...
Levent Alpsal's user avatar
1 vote
0 answers
76 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 ...
anonymous's user avatar
  • 514
5 votes
1 answer
613 views

Calculate bounce and friction after a projection-based collision

According to the N Tutorials, after a projection-based collision (i.e, adding a minimum translation vector to an object's position in order to bring it out of collision), bounce and friction are ...
tobahhh's user avatar
  • 87
2 votes
1 answer
833 views

Impulse resolution for purely rotational collisions (relative linear velocity = 0)

I've been writing a basic physics engine, (loosely) following Randy Gaul's online tutorial. I have been using this equation that he derives: $$j=\frac{-(1+e)((V^A-V^B)*t)}{\frac{1}{{mass}^A}+\frac{1}{...
Orion66's user avatar
  • 21
1 vote
2 answers
94 views

Why are my shapes teleporting to the center of the map?

I am making a Diep.io Clone, and everything was going smooth until I made a collision resolution system for when a shape collides with another shape. Instead of them bouncing off of each other, they ...
Priswall's user avatar
1 vote
0 answers
104 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 ...
Water's user avatar
  • 343
0 votes
1 answer
693 views

How could I implement collision resolution with MonoGame

I'm building a game engine (for learning and self-development purpose), and I'm starting implementing collision resolution, I already have the collision detection part but I cant' find any good ...
Antoine Thiry's user avatar
1 vote
2 answers
150 views

When should you check collisions?

Suppose a basic game with several circles drawn to screen. The user can select and drag any ball and move it around the screen. Should the selected ball overlap with any other ball on screen, the ...
M-R's user avatar
  • 113
0 votes
1 answer
182 views

How to Prevent Sticking to Overhead Slopes

I am having an issue with overhead slopes in my 2D platformer. I implement slopes using a LineSegment class. My player sprite has a spine attribute which is just a line segment from the midtop of his ...
DyingIsFun's user avatar
  • 1,307
0 votes
1 answer
223 views

How to implement wall-following behavior?

I am working on an action platformer and am trying to implement an enemy with simple wall-following behavior. I want the enemy to follow the boundary of whatever connected constellation of walls it is ...
DyingIsFun's user avatar
  • 1,307
2 votes
0 answers
739 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 ...
Daniil Dubrovsky's user avatar
0 votes
0 answers
665 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 ...
GiantCowFilms's user avatar

1 2
3
4 5
9