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Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

2 votes
Accepted

Behavior after collision using masks overlap

So it appears as you are actually asking how to find the normal on an arbitrary pixel mask, this is actually simple. One method you might think of using, is to simply use the pixel mask pixel as a A …
Krupip's user avatar
  • 1,773
0 votes
1 answer
175 views

Time aware point -> capsule swept collision detection?

the simplicity of Minkowski sums are one of the big reasons capsules are used in collision detection, especially for player models. One of the benefits of this should be the ability to perform collis …
Krupip's user avatar
  • 1,773
2 votes
Accepted

3D line segment AABB collision, with hit normal?

but I'm wanting to detect intersection with a 3D line segment (not an infinite ray) with a 3D AABB Most of these ray intersection algorithms return the hit distance. All you need to do is check t …
Krupip's user avatar
  • 1,773
0 votes
1 answer
2k views

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 th …
Krupip's user avatar
  • 1,773
2 votes
Accepted

2d side scroller slope physics and collisions

It's really no different than sloped 2d case Consider the following picure. In this instance, to move over the ramp you would just move using the slope of the ramp. Easy right? y = mx+b kind of stuf …
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  • 1,773