New answers tagged collision-detection
0
votes
Why are the transform game objects moving away from the snail when they are swapping their direction?
It looks like you meant to use localPosition (the offset of the child object relative to its parent) rather than position (the ...
0
votes
Character controller that can handle sloped terrain and boxy ledge traversal
I recently came across this video about stair traversal in videogames, and I liked the way the solution looked. I think the main way it differs from your most recent attempt is that it only snaps ...
0
votes
Change of computing power/ time needed when imported Mesh triangle number changes
This depends on some specifics.
If the triangle mesh is using a convex collider, then only polygons on the convex hull contribute to the collision detection cost, while interior/co-planar triangles ...
0
votes
Time aware point -> capsule swept collision detection?
First, we'll do the check in the inertial frame of the bullet. We subtract the bullet's position and velocity from the capsule's position and velocity, and then sweep the capsule from its new relative ...
0
votes
Accepted
The bottom of the player capsule collider is going into the ground box collider
I can't believe it took me 2 days to figure out what was the
problem. solution is way too simple. All I had to do was to set the
ray emitter object red sphere a bit higher so when the character
hits ...
2
votes
Accepted
Detect intersections between an `AABB` and a `CollisionShape3D`
I'll suggest to check the collision using Godot physics below.
But first, about the mesh you are getting...
The Debug Mesh
It makes sense that you get lines from ...
Top 50 recent answers are included
Related Tags
collision-detection × 2430unity × 514
2d × 367
physics × 363
c# × 326
java × 225
collision-resolution × 221
xna × 191
c++ × 179
libgdx × 105
3d × 98
javascript × 94
mathematics × 93
aabb × 74
platformer × 65
tiles × 63
raycasting × 63
pygame × 62
separating-axis-theorem × 61
opengl × 60
android × 60
box2d × 57
python × 57
algorithm × 55
tilemap × 53