Unanswered Questions
392 questions with no upvoted or accepted answers
9
votes
1
answer
1k
views
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
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
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
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 ...
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 ...
3
votes
1
answer
182
views
Creating a victory zone / Count units inside zone
So I am attempting to create a zone implementation where if the amount of units with a certain tag exceeds the number of units with another tag an objective will be captured standing in the zone will ...
3
votes
0
answers
238
views
How to implement path-finding with a large number of blocking agents following similar paths?
I want to implement a demo like creeps laning in Dota 2.
So for simplicity, there is Left team and Right team, they are enemies.
Units from Left team move toward Right base, and units from Right team ...
3
votes
0
answers
402
views
Unity - kinematic rigidbody character calling OnCollisionEnter and OnCollsionExit on every frame for specific collisions
I'm encountering an issue with my character collider behavior. I have several elements that are relevant to this issue:
a "character" gameobject (capsule mesh), that is assigned with a kinematic ...
3
votes
0
answers
966
views
OBB vs Frustrum collision detection
Some definitions:
An oriented bounding box (OBB) is a rectangular block which can be represented in many ways, as a collection of eight vertices, a collection of six planes or others, for this ...
3
votes
0
answers
1k
views
Unity2D: Proper way to implement ladder climbing with a raycast controller?
I originally posted this on Stack Overflow, but was told I might have more luck here:
I've been slowing grinding out programming features for my character controller, and one of the last things to ...
3
votes
0
answers
75
views
why collision not detection not happened in Two Sphere
I start practice 3d collision detection of sphere in OpenGl containing two sphere one sphere hit using cannon gun but collision not detect when it hit and when i debug code collision statement triger ...
3
votes
0
answers
202
views
Agent avoidance in 3D
I am currently trying to find some alogorithm for agent avoidance in 3D (or for simplicity, 2.5D could be enough).
So far, I have been using variation of RVO - "Reciprocal Collision Avoidance" (C++ ...
3
votes
0
answers
68
views
Allowing one sprite to move through another in Quintus
I have a Bumper class extended from Sprite:
...