Unanswered Questions
541 questions with no upvoted or accepted answers
9
votes
1
answer
1k
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Using PhysX, how can I predict where I will need to generate procedural terrain collision shapes?
In this situation, I have terrain height values I generate procedurally. For rendering, I use the camera's position to generate an appropriate sized height map. For collision, however, I need to have ...
6
votes
4
answers
2k
views
Lunar Lander calculating gravity, acceleration and collision in GameMaker
I've already asked this on the GameMaker forums but had no response so far.
I'm making a little Lunar Lander game as my first foray in to GameMaker, I'm wanting to have the ship land and take off ...
6
votes
0
answers
213
views
How can I create a set of collision points for an arbitrary mesh?
In my project I am working on automatically deforming an arbitrary mesh with respect to another arbitrary mesh, within the context of user generated content, similar to this deformer being developed ...
5
votes
0
answers
55
views
If collision move around the collider
I am writing a game in Java, I have this long method to move GameBodyObject towards the point:
...
5
votes
0
answers
174
views
Scoreboard setdisplay list shows correctly per char. Can i make my sidebar show correctly per char as well?
So I've been writing a script over the last little while in Python that interacts with the Minecraft console. I'm basically trying to make a scoreboard based currency system that is world independent ...
5
votes
0
answers
2k
views
Unity3D LLAPI and Pyhton UDP communication
I need a Unity3D game on Android to receive UDP packages from a Python script running on a different device.
Using System.Net is not (yet) an option, as it is only supported on Android with a valid ...
5
votes
1
answer
184
views
How can I determine "exact moment" of collision with ray casting?
I'm currently brainstorming how the physics for my game engine is going to be handled.
It's top down and I'm thinking of using ray casting for collision detection.
I've reached two potential problems (...
4
votes
0
answers
173
views
Support function of Minkowski Difference
I am watching this and if you stop at 7:25, you will find an implementation of the support function. The goal of the function is to give you the farthest point in a given direction. My question is how ...
4
votes
1
answer
3k
views
How can I move a vehicle using speed and steering angle?
I want to drive a vehicle in x and y coordinate area with range from (0,0) to (6000,5000). I am using Visual Components (using Python API).
On input I have speed data and steering angle of wheels ...
4
votes
0
answers
314
views
Determine user mouse selection of 3D Object for multiple viewports
I am currently working on setting up some world objects for my level editor and am running into a bit of a snag. When I get the hit location from the mouse raycast, I would like to determine what part ...
4
votes
0
answers
181
views
Understanding unknown mesh data structure
I have a large number of old mesh files in a custom, undocumented binary format. I have managed to parse almost everything but am left with one group of structures, described below, that I don't ...
4
votes
1
answer
274
views
Issues with player movement and character interaction within Pygame
I am working on a small game that deals the main character, which is a cat, and dogs that chase it. The dogs are able to wander around like they are supposed to do, but the cat will only move a small ...
4
votes
0
answers
358
views
Python interpreter as in-game console
Say I have a game which has lots objects (NPCs, monsters, etc.), I want a console so I can change the variables of the objects (like changing HP for example), how could I embed python into my program, ...
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 ...
3
votes
0
answers
1k
views
Wall sliding collision resolution with multiple objects
TLDR
My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...