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Results for collision-detection optimization
1
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3answers
"bullet hell" and top-down shooters optimize their collision detection with so many objects. Any information/theories would be great. … I'm relatively new to game development and have been trying to learn how collision detection is coded. I mostly work with Actionscript 3, but I'm learning C++ on the side. I've been wondering how …
asked Mar 12 '13 by inzombiak
3
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1answer
I've just written my first successful collision detection code, and it works great for a small scene of actors (player + 4-5 obstacles). However, I realize that since it checks every possible … not a problem, but it seems to me that it could slow things down in a very busy scene if every collision is checked twice. Should I go ahead and rewrite it to check each collision once, or would that be a premature optimization? …
asked Apr 24 '12 by yoozer8
1
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2answers
I am optimizing my "little" Java (LibGDX) shooter game, and perhaps unsurprisingly, collision detection is a "bottleneck"; I've kind of reached my performance goals already, but I want to tweak the … don't really like these instanceof's in the first place... what would be an elegant and a fast solution to optimize this (hopefully both :)? Excluding the QuadTree part, here's my whole collision
asked Dec 14 '14 by user2499946
1
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2answers
Somebody told me that don't use the physical collision detection(don't use Collider,Rigidbody,Raycasting) because performance loss.instead of it use the mathematical way for collision detection … . Physical collision detection: Raycasting is a very useful and powerful tool available on the physics engine. It allows us to fire a ray on a certain direction with a certain length and it will let …
asked Dec 4 '16 by Seyed Morteza Kamali
0
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2answers
not understanding that stance. For example: There are 100 bullets and 1 player on the screen. Let's assume brute force collision detection and no optimization such as layers or references. If the … I gave an answer to How to decide which GameObject should handle the collision?, and received a lot of negative feedback on it, claiming that it does not matter who does the collision detection. I am …
asked Aug 8 '16 by Evorlor
1
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3answers
through enemies and the collision was not detected. Unfortunately, I have destroyed the Quadtree implementation. I used this tutorial/blog as my Quadtree implementation. …
asked Jun 5 '14 by Niklas
0
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1answer
floor/wall/ceiling tiles, far more than would be efficient to include in the spatial hash. So, is there a way to optimize collision detection for this use case? … For detecting collisions between sprites, I know a 2D spatial hash is a way to optimize the number of collision checks that need to happen. But is there a way to optimize even further for objects …
asked Feb 12 '17 by Ataraxia
2
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1answer
collision detection is the way to go for high speed bullets. XNA has a method called Ray.Intersects which takes a bounding box, does this mean that I should be starting at a point and looping through all … optimize it or does it even need optimizing? Remember the system needs to... be able to obtain all the necessary information such as where does the collision take place exactly? account for players or obstructions getting in the path of the ray. …
asked Aug 19 '12 by ProgrammerGuy123
2
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1answer
I'm planning to use a quadtree for optimizing collision detection. But this quadtree can handle only one type of objects (so I used a base class for my objects). If I use double dispatch after two … object pointers are returned by the quadtree in a collision (derived from the same base class that the quadtree can handle) knowing their ID that identifies their type (an int in the base class) , how …
asked Sep 13 '14 by freesoul
14
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3answers
double loop, or create an array of pairs instead ? EDIT: For physics engine like bullet and box2d, is collision detection still O(N^2) ? … , far objects can be removed from a group by looking at its velocity and distance from other objects). If not, does that make collision trivial for spheres (in 3d) or disk (in 2d) ? Should I make a …
asked Jun 15 '13 by jokoon
0
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1answer
I am trying to add sleep optimization to my little physics engine(just for learning). I use SAT for collision detection that returns penetration normal and depth without contact points. Objects are … float in the air. Can sleeping be implemented without contact points at all? This is done in 3d. This is collision loop: void Physics::updateReal(float dt){ auto& rbs = EntitySystem::instance …
asked Dec 18 '18 by some rand
2
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3answers
, but I am now trying to optimize the collision detection (which is currently O(N2) -- linear search). I thought about multiple options, a bounding volume hierarchy, a Binary Spatial Partitioning tree … I'm currently working a 3D space game with A LOT of dynamic objects that are all moving (there is pretty much no static environment). I have the collision detection and resolution working just fine …
asked Nov 21 '11 by Millianz
2
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2answers
is my collision detection. This is performed right after the player x/y is manipulated(5 pixels in whatever direction every 1/60th of a second). Blocks is just a 2d array for my tile map. I know the … way I have collision detection right now is not too optimized, but it took a few seconds to implement and is reasonably fast. But the player can only get within 5 pixels of an object now. How do I solve that? …
asked Feb 6 '14 by user701329
8
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3answers
game's simple. The only issue I have is collision detection. The only thing I could find was AABB, bounding spheres or recommendations of various physics engines. I have to program a submarine that's going … to be moving freely inside of a cave system, AFAIK I can't use physics libraries, so none of the above solves my problem. Up until now I was using SAT for my collision detection. Are there any …
asked Mar 7 '12 by dreta
1
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2answers
Something about my implementation of a basic 2x4 grid for collision detection is slow - so slow in fact, that it's actually faster to simply check every bullet from every enemy to see if the … ].Count; j++) { //Other collision types omitted else if (grid[i][j].type == 5) { if (enemy[grid[i][j].parentIndex].gun.bulletList[grid[i][j].index].isActive …
asked Sep 14 '12 by Fibericon

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