Questions tagged [collision-resolution]

A process of adjusting game objects position after collision.

Note that collision resolution is a different and independent from collision detection process.

Say in next update cycle you detect that two objects collide (using collision detection process), so one of the objects is partially "inside" of the other object. You need to resolve this sutiation in some way that objects do not intersect. This can be done in many different ways, and that is the process of collision resolution.

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Strategies for dealing with crowds at choke-points

I've recently switched my game engine over from steering behaviours to impulse based movement with proper time based collision resolution. This has solved so many problems (no more tunnelling, yay) and made the simulation a great deal more stable.…
Fibbs
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2d Rectangle Collision Resolution

My Journey... I've long struggled with rectangle to rectangle collision resolution. I've been making games for almost 10 years and still have yet to find a foolproof, reliable strategy. When doing research on 2d, rectangle to rectangle collision…
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If collision move around the collider

I am writing a game in Java, I have this long method to move GameBodyObject towards the point: public boolean moveTowardsPoint(Point p, double stepSize, double minDistance, ArrayList objects, boolean shouldStepInto) { double dx…
durisvk10
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Is there an algorithm for collision resolution that factors in velocity?

I'm trying to program collision detection between moving convex polygons. To detect collisions, my program uses the GJK algorithm, and to resolve the collisions, it uses EPA. The problem with EPA is that it returns the vector to resolve the…
EKW
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How do I resolve a collision involving more than two objects?

I have working functions that compute the overlapping polyhedron, contact points, depth of penetration (DOP), etc. of the overlap between two objects with convex polyhedra shapes. I know how to resolve the collision between two colliding movable…
Rasoul
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How to resolve a sphere-mesh collision?

I'm making a rolling-ball type game, and I can't seem to get my sphere-mesh collision code working properly. Currently what I have for the main loop (in regards to collision) is the following: Calculate player acceleration based on input Clamp…
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Slide effect in voxel collisions

I'm making a voxel engine, and I'm trying to figure out the right way to make efficient collisions with a slide response (making the player slide against the wall). Currently my collisions are pretty simple : if, after update, the player bounding…
Nison Maël
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In what order should collisions be resolved?

I am creating my 2D game engine and I need to know if I should first move all objects and then resolve collisions with all objects or I should move and resolve collision one by one objects.
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collision test between ball and rect

need help with collision between ball and rect. i dont know how to test if ball hit the rec from top, bottom, right or left. x = ball x y = ball y radius = ball width and height rx = rect x ry = rect y rheight = rect height rwidth = rect…
bill
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Collision resolution in a game with a teleport ability

I am making a simple MOBA game. I have implemented AABB swept collision detection for player and projectile movement and it works well. It works by computing time of intersection, so the AABBs never actually penetrate. Now I'm thinking about how to…
user1953221
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How do I make soft tile-based collision?

I've done some simple tile based collision: Move character, look up the tiles moved into, and if solid, push them back out. I move on each axis independently, because this gets them to eject properly. My game uses 2D Sprites, but its physics is 3D,…
Lake
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Disk-line segment collision detection vulnerable to clipping through small angles

I've implemented a simple disk-line segment collision detection and response algorithm. It's not swept, so if going fast enough it can clip, and fact that the collision detection occurs "after" the instant the disk hits the line (usually it'll've…
Tachytaenius
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Character controller collision edge cases

Im trying to implement a basic 3d character controller. The way i currently do collision is; i check wether or not the character is inside any geometry before movement. If this is the case, i find the closest point of this geometry, and subtract the…
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collision between two objects

to test collision i am using intersect function. if(this.getBounds_ball().intersects(this.getBounds_rect())) { but the problem is i dont know how to test where the ball is collision from. i was thinking it will have a if statment inside to check…
raven
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