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Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

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how to implement the vines in animal well

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

Why are collision manifold points created inside objects instead of on their surfaces?

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
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1 vote
1 answer
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Collision detection and physics in a 2d pixel platformer

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
50 views

Collision response with external forces & small relative velocities

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
44 views

How to calculate a fixed reflected direction from a face (or plane) whatever the incident angle or direction

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
  • 231
1 vote
1 answer
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PGS solver leads to boxes spinning out of control or sliding out of stacks

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
85 views

How to Prevent Character Controller Descent at Platform Edges When Using a Capsule Collider

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
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1 answer
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How to compute a normal in circle vs rectangle collision to push them apart?

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
66 views

2D Square Collision Correction issue detecting which direction

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
73 views

Predictive Rectangle Collision Resolution Corner Snagging

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
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Collision of two rigid spheres with spin

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
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Dynamic Knock Back Force Based on Collider Velocity

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
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1 vote
0 answers
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Applying impulses simultaneously at each contact point or sequentially?

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
96 views

How to make this soft sphere with Unity?

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
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1 answer
129 views

Object collision and vector reflection for complex polygons?

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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