Questions tagged [aabb]
Axis-Aligned Bounding Box (see Bounding Box) - an extremely simplified representation of the size and position of a 2D or 3D graphical object, in the shape of a box.
115 questions
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AABB algorithm in C++ no vec3 [duplicate]
Hi im trying to select voxels in a voxel world that are at the center of the cameras view. The players camera X,Y,Z position and its rotations are known. The camera works in this program. I tried ...
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2 answers
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How to check if an AABB is colliding or the mesh itself
I have the following problem. I would like to check in bullet whether only the AABB collides or the mesh collider itself. Unfortunately I can't find out how to do this Within the screenshot you can ...
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1 answer
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Bounding Box/Rectangle collision glitches
I've been working on this golf game for a couple of weeks and have been trying to create a reliable collision system for whenever a golf ball (mini golf) hits a block. I'm using regular rectangular ...
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1 answer
410 views
Swept AABB corners collisions
I'm working on a small SFML engine, and i'm trying to implement continuous collisions. It's working great, but the corners are getting detected as collisions and i can't figure out why. I already ...
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1 answer
426 views
How to stop player when they hit an axis aligned bounding box?
I'm in the process of creating a game using electron and HTML5. It's going to be a pretty basic story-based platformer, but I'm ...
1 vote
1 answer
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Getting the point of intersection from this fast ray box intersection algorithm
I have seen lots of such algorithms that return a Boolean value, but I also need to get back the intersection point and ray length. I am looking into this example, but I'm not sure how I can extract ...
1 vote
1 answer
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Swept AABB: finding collision normal in 3D?
I was following this tutorial which explains how to detect and resolve a 2d swept aabb collisions. I got the detection part working on 3d, but know I need a way to properly make a response, like ...
1 vote
1 answer
632 views
Determining first voxel ray intersects
I'm trying to implement the Fast Voxel Traversal Algorithm on a uniform grid of axis-aligned rectangles. Having read the paper, I understand how the traversing works, but not the initialization. I've ...