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I need to efficiently compute minimum polygon separation along X or Y axis, i.e. the distance you can move a polygon along X or Y until it collides with another one. I know how to calculate it, but ...
Paul Jurczak's user avatar
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41 views

I am trying to do a SAT OBB collision test using OBBs that are represented as a 3D position (\$c_0\$ and \$c_1\$) and a 3x3 rotation/scale matrix (\$A\$ and \$B\$), where the columns of the rotation ...
CPlus's user avatar
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1 answer
56 views

I have a problem with importing a 3D model from Blender into Godot 4. I created my apartment model in Blender and exported it as a .glb file into Godot 4.5. I generate the CollisionShape3D using Mesh →...
Ainur Khusnullin's user avatar
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49 views

I have a skeletal mesh with a Physics Asset assigned to it as such: This skeletal mesh is used within an ACharacter with collision settings as such: And an actor which has the overlap event as such: ...
Manas R. Makde's user avatar
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1 answer
175 views

I'm new to Godot and following a tutorial, which spawns enemies randomly. However, I'm trying to improve on this by checking that the enemies don't spawn on top of the player and cause an instant loss....
Erty Seidohl's user avatar
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92 views

I'm trying to make an enemy collide with collision tiles in GML. I don't think there should be anything wrong with it; it compiles, but every time the enemy either immediately disappears, or just ...
Eevan's user avatar
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1 vote
1 answer
281 views

Let's say I have like 500 Asteroids and I'm using SAT to determine whether a collision with the Spaceship object has happened. This would require an insane amount of CPU cycles, so it makes sense to ...
Jared Kosiba's user avatar
7 votes
1 answer
1k views

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 answer
112 views

I use Unity and the player controller in the game is acting strangely. It has a Character Controller but no Rigidbody. I use CharacterController.Move to make him ...
Achie1's user avatar
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2 answers
522 views

I've recently been attempting (and failing) to create my own character controller for my 3D Unity game for around a week. I hate the Unity rigidbody physics system for making a character controller, ...
Callumari's user avatar
1 vote
0 answers
139 views

I have been working on (somewhat) faithfully reimplementing pacman as a sideproject and means of better learning the rust framework Bevy. However, there is one part that I really cannot quite get my ...
Vidde's user avatar
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1 vote
1 answer
68 views

I'm currently working on my first game in Unity, and I'm having some trouble with attacking. Currently, I have a game object with a 2D capsule collider child. When the attack button is pressed, the ...
Tyler Harper's user avatar
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0 answers
118 views

So, in my breakout clone, I've encountered issues where the ball will sometimes phase through bricks and the borders if it collides with one and then immediately collides with another after. My guess ...
no good's user avatar
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1 vote
1 answer
218 views

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
1 vote
2 answers
237 views

I'm working on a 3D physics engine, and I'm trying to implement OBB/OBB collision detection. I was able to find Bullet's implementation here, that I'm trying to adapt. However, I still want to know ...
ahotpotato's user avatar
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0 answers
105 views

I wrote a BSP tree generation that takes a level mesh (basically a few thousand triangles), and creates a BSP tree. The generation seems to work, but when I traverse the tree, some splitting planes ...
bbqribs's user avatar
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0 answers
90 views

I'm developing a 2D game where multiple types of objects interact with each other through collisions. Currently, I'm using pygame.spritecollide() to detect ...
Daniel Hall's user avatar
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2 answers
215 views

Mostly a C++ newbie, trying to do a 3D game in Raylib. I have a set of fairly irregular meshes that I'd like to see if a box collider has penetrated. For this project, a fairly high level of accuracy ...
Reverend Speed's user avatar
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1 answer
135 views

I'm presently trying to do a sorta Starfox clone with Raylib, using the heightmap example here: https://www.raylib.com/examples/models/loader.html?name=models_heightmap In order to handle collision in ...
Reverend Speed's user avatar
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30 views

Starting in Unity 2022.3 versions, this started happening - In my scenario, I have a ball bouncing on a surface (e.g on concrete) and no matter what the friction values are, the ball basically ignores ...
Omer Simchoni's user avatar
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1 answer
88 views

I'm coding a simple Arkanoid/Breakout game and have problems with removing the bricks. I'm able to destroy the body but the texture is still there. I'm a beginner so is there a simple way to remove it ...
K.U's user avatar
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0 answers
88 views

I am trying to make a game slimier to Minecraft, where there is a world of blocks, and a player that can walk, jump, and place blocks. Lately, I've been struggling to get collision detection between ...
Alex's user avatar
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0 answers
64 views

How to make circular space after collision like this? Before collision: After collision: I'am using PyGame
Jorpy's user avatar
  • 101
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1 answer
85 views

Consider a game script that has an array of prefabs: [SerializeField] List<Cat> cats; Another script in the scene has created wall objects, which are ...
tariq's user avatar
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1 vote
1 answer
117 views

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
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0 answers
104 views

I have a very basic mesh imported for this example. I just resized the default blender cube to a more plane-like structure and exported it into glb and then imported it in Godot. In Godot, I created a ...
Wouter Vandenputte's user avatar
0 votes
1 answer
184 views

I'm making a game (shocker) in pygame and had issues with tile-based collision detection. There are 5 different non-empty tile types (pictured below) which can be rotated in increments of 90 degrees ...
Sad Robot's user avatar
1 vote
1 answer
91 views

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
1 vote
1 answer
168 views

I’m developing a 2D top down shooter where the player has a pistol. However, I've noticed that when enemies get too close, the player can't shoot them because the pistol doesn't have a collider. I ...
Javier Triviño's user avatar
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0 answers
93 views

In short: I'm writing my custom 2d collision engine in C and I've chosen to use quad nodes to optimize collision detection. My implementation defines 2 things: the quad node (Quad_s) and the elements (...
magg's user avatar
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0 votes
0 answers
91 views

I'm attempting to detect when a gameObject with a Capsule Collider and RigidBody attached it lands on the floor, which is a Mesh with a Mesh Collider attached it to it. Adding a tag to the Floor ...
wrappingduke's user avatar
1 vote
2 answers
295 views

I know this question sounds familiar but I'm working on a pretty big platformer (Written in PJS, on Khan Academy) and I don't want it to be just plain ground, I want slopes in the game (gentle slopes, ...
RomanStarCoder's user avatar
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0 answers
61 views

I'm coding a script to make objects emit appropriate noises on contact with other objects, with different sounds for isolated impacts, sliding, and rolling. Impacts work just fine, but for the other ...
Luca Ballanzeddu's user avatar
0 votes
1 answer
89 views

I have a Unity CharacterController, that can detect collisions using the following code: ...
Kokodoko's user avatar
  • 117
0 votes
0 answers
194 views

I'm working on a simple 3D collision system that only needs to handle dynamic AABB vs static AABB. It needs a sliding collision response, but it doesn't need to sweep (i.e. doesn't need continuous, ...
Archduke's user avatar
1 vote
0 answers
222 views

I just managed to implement my Sweep and Prune algorithm together with AABB and it's working correctly in the first axis (I haven't implemented second and third yet to complete the collision detection)...
Zoler1337's user avatar
0 votes
1 answer
183 views

I've been trying to fix this problem myself for ages, but I really do need help. I'm creating a BSP tree for my 3D game (baked in the map files, quake style) to replace my existing naïve collision &...
Elgen T's user avatar
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0 answers
103 views

I have a 3D world where all of my terrain uses AABBs as collision volumes (think minecraft, but not strictly cubes): I want to add wedge pieces as a terrain option. They'll have various slopes and be ...
Archduke's user avatar
0 votes
1 answer
147 views

I can't figure this out. My obstacles have a basic box collider on them and my player has a rigidbody based controller and collsion detection is set to Continous and when obstacle hits him it just ...
Ivan's user avatar
  • 379
0 votes
1 answer
213 views

I have a grid of Area3D objects, and when nothing is around them, they handle the mouse_entered signal exactly as I would expect. The only issue is that I also use Area3D's on other game objects, like ...
Fred Etingen's user avatar
0 votes
1 answer
88 views

I have a game where you need to cut chains, similar to Cut The Rope. I want to develop it for Android, so I need mobile controls. For detecting swipes I used ...
CheckerT's user avatar
  • 176
0 votes
1 answer
155 views

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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0 answers
110 views

I have this function that detect the collision of two AABBs: ...
Scollier's user avatar
  • 124
1 vote
2 answers
173 views

I am implementing 2D collision detection, and trying to tackle the problem of concave polygon vs. shape. The SAT works only for convex shapes. I was wondering if the following approach is a viable ...
Eilan Laken's user avatar
2 votes
1 answer
178 views

I'm new to Unity. I was wondering what the best workflows were for placing colliders. I'm going for high performance, and I've heard that mesh colliders aren't as performant as just placing down box ...
Taylor Goeman's user avatar
1 vote
1 answer
89 views

I am making a game right now, and I am working on collision for different Rect walls (all of their data is stored in a list). It works great, except for one problem:...
Tiimzee's user avatar
  • 133
0 votes
0 answers
149 views

Is this implementation of delta time in recent Game Maker reliable? var dt = delta_time / 1000000 move_and_collide(spd_h * dt, spd_v * dt,obj_world.solid_tiles); ...
Bernardo Becker's user avatar
0 votes
3 answers
153 views

I'm making a simple game engine using Java and have found a major issue. To create accurate collision detection I decided to convert a transparent image into a ...
Grinding For Reputation's user avatar
0 votes
0 answers
460 views

I'm trying to make a simple platformer game, which has code to move the camera towards a player as they jump around. Now I have two classes: one for the player, and one for the platform. In the ...
Divyansh undley's user avatar
0 votes
2 answers
180 views

I have the following problem. I would like to check in bullet whether only the AABB collides or the mesh collider itself. Unfortunately I can't find out how to do this Within the screenshot you can ...
Andy's user avatar
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