Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

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8
votes
1answer
512 views

How do I prevent jitter amongst near-stationary physics objects?

I have been implementing a custom physics engine, and I'm pretty close to having it working as I would like it to. There is a gravitational force, collisions and collision response. Unfortunately, ...
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0answers
205 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 ...
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1answer
145 views

Java 2D Game: Collision help

Ok, so in my Java2D Game, using swing/awt (I hear it is not the best to combine those), I am trying to finish collisions. So, the problem is, the "if (player.xvel < 0) { }" and the "if (player....
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0answers
117 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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1answer
2k views

LibGDX - Rectangle Collision and Response

I've been using LibGDX for the past few weeks and I have some problems that I need help on. What I need help on is understanding how to use LibGDX Rectangle class ...
1
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1answer
449 views

Prevent camera from moving through walls (no engine or framework)

I'm building a fairly basic 3D first-person puzzle game. The only objects for which collisions matter are walls, and all walls are at convenient 90 degree angles aligned with the coordinate axes. ...
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2answers
103 views

Detect which Entity caused the collision

I have a 2D plane with two or more moving entities (polygons with an AABB). On collision both of them will go through a "collidesWith" Method, where I have access to both entities but only want to ...
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2answers
519 views

2D - Need help understanding how to resolve multiple collisions in a simple physics engine

I am trying to create a small game engine in Java using only basic openGL functions and implementing everything else from scratch. I am trying to get a basic physics engine working (similar to box2D ...
0
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1answer
419 views

Ball bounce in 3d

I cannot get my bounce equations right. I have 2 spheres, that can colide at any angle. One is forever stationary, other one is moving though the space. I have X,Y,Z speed of the moving ball and a ...
0
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1answer
146 views

How to prevent corner slipping with a shortest axis collision solver

Currently I use AABB's to represent objects in my game engine, I resolve collisions between them by finding the shallowest axis, but this leads to a problem if an object is approaching another in a ...
2
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1answer
1k views

How to handle collision detection & response in voxel engine with slopes?

Voxels are fairly small An object can span an area of 8x8x8 or more Vertices of Voxel Type are always snapped to the grid: Voxel types are convex (except the ...
2
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1answer
76 views

Achieve same effect as a FixedJoint2D but also match RigidBody2D forces

Trying to make an object that is affected by rigidbody physics in exactly the same way as the object it's linked to. So torque, velocity, and any resultant torque or velocity from a collision. This ...
1
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1answer
71 views

XNA player/tile collision not working perfectly

So I've built a map tile engine in XNA, and have been working on the player/tile collision. The method I'm using works well to some extent, but the player will often move through the walls and get ...
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2answers
362 views

Adding collisions to a 3D mmorpg game

I'm creating a mmorpg game with a little team, and we want to add a player-objets collisions system. We want players to be able to walk on a heightmap ground, and walk/be blocked by objects. I found ...
3
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2answers
237 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 ...
0
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2answers
372 views

Collision handling for grid based games and simulations

I'm trying to implement a grid based game where there are many creatures moving in the grid from square to square. I'm having a hard time handling collision with creatures in the grid (multiple ...
1
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1answer
2k views

How can I calculate the penetration depth between two colliding 3D AABBs?

I'm currently working on implementing a very basic collision system in my game at the moment that only uses 3D AABBs. My AABB struct currently looks like this at ...
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 ...
0
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1answer
27 views

Increasing mass in ineleastic collision by orders of magnitude resultsin little change in velocity

When increasing my rocketMass from 10 to 1000 or to a 1000 or bringing my shipMass down to 1, I notice very little increase in how far the ship's final inertia is. I'm expecting that increasing from ...
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0answers
71 views

How do 3D player collision work? [closed]

I don't really know how to explain this but I have always wondered how simple player movement collision work. Take Half-Life or Counter-Strike for example. Their player collision against the world ...
0
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2answers
282 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 ...
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0answers
414 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 ...
3
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1answer
251 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 ...
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0answers
356 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 ...
9
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3answers
290 views

Strategies for dealing with crowds at choke-points

I've recently switched my game engine over from steering behaviours to impulse based movement with proper time based collision resolution. This has solved so many problems (no more tunnelling, yay) ...
8
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2answers
1k views

Collisions between players in multiplayer racing game

I'm creating a simple racing game (spaceships, no gravity) using p2.js, phaser and node.js. What I have done: Client receives world state from server: extrapolate other players based on latest ...
4
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1answer
794 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 ...
0
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1answer
55 views

Canvas/Paint Mechanic

I'm currently working on an idea for a Unity game app with a canvas mechanic. I understand I may have to use particles for the brush/paint f/x however I can not think of a way to add collision ...
12
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2answers
3k views

Storing coordinates of every object in server side in MMOs

In an MMORPG: Is it typical or feasible to store the coordinates of every tree, bush rock.. etc in the server side for collision detection? If so, what would be a feasible way to store such a huge ...
0
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1answer
1k views

AABB Collision Problems in SFML

I have a problem with AABB collision. I am making a top down rougelike in SFML and my collision algorithm does't quite work properly. HERE IS A GIF OF THE PROBLEM. It mostly works, except for when ...
0
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1answer
103 views

Collision between free player and tilebased map

so I'm working on some sort of platformer in javascript where the map is tilebased but the player can move freely. Now, i have a problem with collision detection/response. It's kind of obvious what I'...
4
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2answers
1k views

2D Platformer AABB collision issues

Before anyone say that this questions already has a answer, I will list all the questions I read and tried: AABB collision resolution issues Trouble with AABB collision response and physics https://...
5
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4answers
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 ...
1
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2answers
257 views

Can I make this physics simulation any faster?

I've made a little real time physics simulation that solves some bodies. CirclevCircle && CirclevOrientedRect I would like someone to tell me if I'm doing something drastically wrong. I know ...
2
votes
1answer
157 views

Collision resolution when moving in two directions

I am making a bomberman clone and I'm having problems regarding moving on both x and y axis (pressing down+left, down+right, up+left). Here is a video to demonstrate the problem. I use Tiled for the ...
0
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1answer
256 views

Tile-based collision problem with corners

I am currently making a tile based collision system. But I encountered a big problem I can't seem to figure out. Use the image bellow for reference. Gray lines represent the border between tiles. ...
0
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2answers
137 views

Collision works except for when coming from right side

I am trying to make a bomberman clone. I'm having problems with the collision on the walls that is not on the sides of the map (see image). When I come from the right (going left), the red square (...
0
votes
0answers
186 views

Circle velocities stay the same after elastic 2D collision

I am following this paper in trying to create elastic 2D collisions among two circles. The problem is that my end velocities are the same as my start velocities. I've looked over my code and don't see ...
3
votes
1answer
477 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 ...
0
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2answers
224 views

How to make the character cannot pass through other randomly moving objects when they are collided?

As the title above, how can i make my random wallImg solid enough so that my birdImg cannot pass through it from any sides of the wallImg? Here's the code of Processing's Crappy Bird that i've altered ...
3
votes
1answer
480 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 ...
2
votes
1answer
1k views

Ball's velocity vector, reflect against a point

I need to calculate the new velocity vector when the ball collides with one of the paddle's corners. Let d be the velocity vector of the ball, r the target velocity vector and n the surface normal ...
3
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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 ...
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2answers
2k views

Unity Renderer.bounds issue?

I would like to make rend.bounds.max.y be always equal to 20 on collision no matter what, using the script below. But it seems that I can't set it manually and the script has no effect on my ...
0
votes
1answer
379 views

2d Tile Based Collision Response

Right now I am trying to make a 2d collision response system for a platformer, and the algorithm I have for it works quite well. The only problem is that if the player is standing exactly on a tile, ...
3
votes
1answer
333 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, ...
5
votes
1answer
320 views

Finding new position after collision with multiple colliders

What is the most accurate way to find the correct position to where a moving character should be re-positioned as a collision-resolution, after it has collided with multiple colliders? The figure ...
1
vote
0answers
61 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
vote
0answers
246 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 ...
2
votes
1answer
417 views

Continuous Collision Detection

So I'm playing around with the separating axis theorem and collision. Obviously the problem of what face it collided with arose. I need the unit normal which is tangent to that face it collided with ...

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