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Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

1 vote
0 answers
73 views

the vines in animal well display pixel perfect deformation when the pc moves through them. they also display rope physics but do not appear to be implemented by jointed segments of physics rigidbodies ...
mortsini's user avatar
7 votes
1 answer
1k views

Suppose you have two overlapping spheres \$A\$ and \$B\$, with centers \$c_{A}\$ and \$c_{B}\$ and radii \$r_{A}\$ and \$r_{B}\$. Let \$n = \operatorname{normalize}(c_{B} - c_{A})\$ be the collision ...
Ram's user avatar
  • 73
1 vote
1 answer
208 views

I'm reworking physics in a 2d action platformer I'm developing (no engine, c++ / sdl). Here's the general movement logic for all characters: I calculate the offset I need to apply to the character I ...
SavedowW's user avatar
3 votes
0 answers
59 views

How do I deal with collisions that have small relative velocities, but external forces such as gravity? Imagine a scenario with a box in 2D, rotated 30 degrees, and placed on the ground. Gravity acts ...
Nick Gallagher's user avatar
0 votes
1 answer
56 views

In my collision protocol when a hit is found I’m using AABB faces to determine a reflected direction where the mobile must move (see picture left). This is easy as we just need to invert the sign of ...
philB's user avatar
  • 331
1 vote
1 answer
114 views

I'm trying to implement a PGS solver for collision response, but I'm currently stuck. How the problem manifests is, for the example of a box resting on the ground, if the box is given a small rotation ...
Zoler1337's user avatar
1 vote
0 answers
107 views

CONTEXT: I am implementing a basic 3D character controller from scratch in Unity. For collisions, I do a capsule cast in the direction of the player velocity and use the collide and slide algorithm to ...
Numdoo's user avatar
  • 11
1 vote
1 answer
117 views

I have a 2D circle, defined from: c = circle(position = (x,y), radius = r) I also have a 2D rectangle defined from ...
nammerkage's user avatar
1 vote
1 answer
89 views

I've just started getting into 2D game development and have been experimenting with some 2D collision and correction logic in canvas. I'm trying to debug this block of code and understand why it is ...
Jacob Goldstein's user avatar
0 votes
1 answer
95 views

I've written two main functions who's purpose is to detect and resolve collisions between a moving rectangle and a non-moving rectangle. I have a decent understanding of how the algorithm works, and ...
Vonkswalgo's user avatar
0 votes
0 answers
97 views

I'm trying to create a particle simulation (solar system kind). Until now my particles have no spin so the collision is rather simple ...
S M's user avatar
  • 101
0 votes
0 answers
70 views

I'm making a game prototype in Godot. My player character is a ship that moves around in 3D space without gravity. I have some simple code that adds a knock back force to the player on collisions ...
Zoford's user avatar
  • 1
1 vote
0 answers
73 views

I'm coding a 2d physics engine in python, and I'm struggling to understand the right way to implement collision resolution when there are multiple contact points. Consider a very simple collision case ...
snickerdoodles777's user avatar
0 votes
0 answers
108 views

What methods should be used to create such a sphere in UNITY? This collider seems to deform in real-time, squeezing and monitoring collision information when the sphere collides. I cannot achieve this ...
asd's user avatar
  • 1
0 votes
1 answer
149 views

I am currently creating an environment to train aim-bot AI's for my game. It is a 2d world made of complex polygons, and the goal is to have the AI's shoot ricocheting bullets. Using a ray-casting ...
Beluker's user avatar

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