Skip to main content
12 events
when toggle format what by license comment
Nov 25, 2019 at 9:46 comment added Luaan A simple way would be to compare the aspect ratio of the velocity vector and the collision overlap. If the aspect ratio of the overlap is higher, you reached the top; otherwise, you hit from the side. Note that this is not perfectly precise (it essentially assumes the velocity didn't change during the interpolation between two frames, which isn't true), but it's simple and usually looks fair :) Alternatively, you can just rewind the physics simulation to find the exact point of contact, which gives you a precise answer.
Nov 25, 2019 at 0:45 comment added wchargin It sounds like you're detecting collisions by checking for intersections at discrete times (i.e., once per frame). This is a fine naïve approach, but suffers from lots of problems, including tunnelling. Consider looking into other approaches, like swept collision detection, that properly simulate time-continuous processes rather than just their discretizations!
S Nov 24, 2019 at 16:59 history suggested NotThatGuy CC BY-SA 4.0
Title which more accurately and meaningfully represents what the question is asking.
Nov 24, 2019 at 16:51 review Suggested edits
S Nov 24, 2019 at 16:59
Nov 24, 2019 at 3:50 vote accept weno
Nov 24, 2019 at 3:01 history tweeted twitter.com/StackGameDev/status/1198436336082051072
Nov 24, 2019 at 2:12 history became hot network question
Nov 23, 2019 at 21:34 answer added DMGregory timeline score: 48
Nov 23, 2019 at 18:19 history edited weno CC BY-SA 4.0
added 12 characters in body
Nov 23, 2019 at 18:11 history edited weno CC BY-SA 4.0
added 100 characters in body
Nov 23, 2019 at 18:05 review First posts
Nov 25, 2019 at 3:52
Nov 23, 2019 at 18:03 history asked weno CC BY-SA 4.0