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Latest collision Activity

AABB moving player outside the colliding AABB

gregory2 said:
The way I learned to do this was by stepping the player one direction at a time, and checking collision between each of those steps. You start by moving the player horizontally by their horizontal velocity, and then check for collision. If there's a collision, you step back horizontal…

766 views
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How does SWEPT AABB collision work in 3D space with objects of different sizes?

In the case of small round objects (bullets, hand grenades, etc) here's what I did:

  • Rather than a true AABB, i used a structure like this
  • XMFLOAT3 vCenter
  • float XScalar, float YScalar, float ZScalar
  • This gives you the center of AABB, and then three vectors that can be stretched on each axis (X,Y,Z). Yo…

    1,842 views

    (new post because forum hangs when posting links)

    The article explains the mass properties if a rigid body, including moment of inertia. We use this to model ‘rotation resistance’ of some object. A stick is easy to rotate if we rotate it around it's longest axis, but hard to rotate if we do so aroun…

    2,360 views

    @cgrant Thank you for replying

    I known that kinematic actors cannot trigger the "onContact" function during collisions with other kinematic actors.

    In fact, I attempted to call it within my PxQueryFilterCallback filter, but I received a warning stating that "onContact" cannot be used for kinematic-to…

    3,620 views
    Help with 3D physics - having trouble getting accurate resolution with friction

    The suggestion to look at old Bullet source was absolutely the best advice anyone could have ever given me. Between that and React Physics 3D, I've learnt so much over the past few days. My rigidbody engine has become fairly stable now. It isn't the most accurate it could be, but the results it gen…

    4,890 views

    dorcsyful said:
    Do you maybe have a suggestion on how I can check if the simplex GJK returns is correct?

    Store your minkowski vertices as point A and vector (A-B), rather than only A-B like you do now. Then, you can know the points on shape A and B in world space that make up the simplex on each obje…

    4,216 views

    @undefined yeah but like how do i integrate it with the impulse-based collision resolution? 

    If i found a collision in the swept volume do i move the collider in the collision point? Do i have to deal with multiple collision dt and if so how would i handle this since i integrate all the entitie…

    5,706 views
    Help fixing jittering in my character collision

    @Dirk Gregorius I solved it now, thank you for all the help!

    13,821 views
    Java Class, How to Check Collision Between Entities in Same Array?

    JoeJ said:
    (Did not read former replies)

    Your was the first issue and part of the third issue of the four I pointed out.

    @yusufabi It may seem a bit rough, but I recommend reading this paper about asking questions in technical forums. It will help both in asking and in responding to the replies you ha…

    9,838 views
    enigma_dev
    January 17, 2022 05:33 PM
    DevBlog 13 - Large Ship Collision Challenges


    Adding hand-made collision to the large ships so that fighters cannot fly through them.

    I tweaked the model editor so it can load in models to define collision shapes.

    There now is an XRay mode that lets you see wireframe of the ship with colored rendering of collision shapes.

    To debug collision in th…

    8,173 views
    fastcall22
    December 05, 2021 07:56 PM

    Closing.  This thread is starting to attract low quality posts.

    OP, feel free to start a new topic.

    18,163 views

    brebarth221 said:

    Another person wrote somewhere on some forum (can't remember which) that they had a problem with moving collision triangles (like, an animated collision world). Basically the whole collide-and-slide algorithm from that paper didn't work out for him. And the ellipsoid kept falling t…

    19,388 views

    I've never played with an actual physics engine, however If I remember right most physics engines try to move and then correct their position when they find you are passing though something (someone correctly me if I'm wrong on this).
     

    Alternatively you can also do the basic sweep sphere algori…

    4,467 views
    Cast rays always point to world origin (DirectX 11)

    mvp stands for ModelViewProjection, so here it's the multiplication of both.

    4,215 views

    It is SFML. Do not pay attention that it is a Russian language. Just read a code:

    4,817 views

    I think some of your code is a little long-wound compared to what it does, but dammit if it isn't a pretty article, and a beautiful-looking blog! Thanks for sharing!

    3,981 views

    @LorenzoGatti Firstly, I would like to make a comment that there is a mistake in my original working above. It is necessary to take the maximum tFirst, not the minimum tFirst to find the earliest time of intersection. I would also like to add that there are obviously other checks that need to be do…

    12,380 views
    2D Pixel collision detection

    Hello everyone, my previous game which is using cocos v3x was using pixel collision detection from this post : Pixel collision detection for v3.x . Its works nice and properly.
    But now i want to upgrade my game into v4, so far i know Cocos remove GlProgram to Program. So i tried to upgrade it by loo…

    4,285 views

    @internia Hey there,

    We actually have a channel regarding programming help full of friendly programmers over on our Discord server, feel free to come along and pop a question in!

    I'm sure some guys would be more than happy to answer your questions!

    Feel free to pop in and ask any questions, no pressur…

    5,359 views

    Kenshoryu said:

    @JoeJ I realize that moving many sprites by themselves is expensive for the CPU. I think that ideally I should first balance the number of elements on the screen before trying to optimize collision detection. I think if at the time we had few or no games that had many sprites on the …

    15,956 views

    Correct, capsule vs box is not trivial. The rest is rather straight forward

    21,369 views
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