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Questions tagged [aabb]

Axis-Aligned Bounding Box (see Bounding Box) - an extremely simplified representation of the size and position of a 2D or 3D graphical object, in the shape of a box.

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Hi im trying to select voxels in a voxel world that are at the center of the cameras view. The players camera X,Y,Z position and its rotations are known. The camera works in this program. I tried ...
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I have this function that detect the collision of two AABBs: ...
Scollier's user avatar
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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 ...
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https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/swept-aabb-collision-detection-and-response-r3084/ So I was following the tutorial above to implement swept aabb for ...
Kevin Chen's user avatar
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I've been working on this golf game for a couple of weeks and have been trying to create a reliable collision system for whenever a golf ball (mini golf) hits a block. I'm using regular rectangular ...
Jet's user avatar
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I am currently developing a simple Super Mario Bros. like platformer in Cocos2d-x v2. I am now at the step of doing wall sliding with two axis-aligned bounding boxes (tiles) but I've not quite found ...
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I'm working on a small SFML engine, and i'm trying to implement continuous collisions. It's working great, but the corners are getting detected as collisions and i can't figure out why. I already ...
Xscreade's user avatar
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I am creating a game with Pygame but my collisions are registering too soon. I'm using this code to end the game when the player collides with a pipe: ...
Shantanu's user avatar
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I'm in the process of creating a game using electron and HTML5. It's going to be a pretty basic story-based platformer, but I'm ...
Blue Herring's user avatar
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I've read many posts here about sweeping AABB collisions and the corner problem. But I still couldn't solve the problem. In the image below, the object starts touching both boxes, and when I apply a ...
Noise Noise's user avatar
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I have seen lots of such algorithms that return a Boolean value, but I also need to get back the intersection point and ray length. I am looking into this example, but I'm not sure how I can extract ...
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I've been trying to get a swept collision detection up and running now for almost a week and I can't for the life of me get it working. There is a answer on this linked here below: Swept AABB vs Line ...
Linus's user avatar
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I was following this tutorial which explains how to detect and resolve a 2d swept aabb collisions. I got the detection part working on 3d, but know I need a way to properly make a response, like ...
Thibault Abry's user avatar
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I've been working a 2D ray versus AABB implementation. I worked it out on paper, then read about a popular "branchless" algorithm. I decied to try the branchless one, but it gives me ...
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I'm trying to implement the Fast Voxel Traversal Algorithm on a uniform grid of axis-aligned rectangles. Having read the paper, I understand how the traversing works, but not the initialization. I've ...
datta's user avatar
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I'm trying to figure out how to do continuous collision with a capsule (which would represent a collision volume for a player for example). Given how common the capsule is in many game engines, and ...
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I have large number of AABB in 2D. They are created around complex polygons and I use them as pre-test before real point in polygon test (which is expensive). I was thinking of creating acceleration ...
Martin Perry's user avatar
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Background The sweeping method for detecting and resolving collision has proven to be very versatile to implement collision for our game, and I have this GameDev.net article to thank for that: https://...
Alan Rostem's user avatar
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most efficient AABB vs Ray collision algorithms I found this topic on AABB ray test. Some of them could find hit point of external Ray and BOX. I did my version for both external and internal ray, but ...
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My question is similar to this one. I want to determine whether two axis-aligned boxes are not only intersecting, but if they are intersecting and just touching on one edge or face, or if they are ...
user82395214's user avatar
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I'm embarrassed I can't find this, but I'm wanting to detect intersection with a 3D line segment (not an infinite ray) with a 3D AABB, the AABB being defined as two Vec3f's which represent the Min and ...
ps48's user avatar
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I am trying to understand and implement AABB collision to learn simple 2D game physics. I'm following a tutorial and its method is a bit different to other websites. It uses the center of the object ...
Logan's user avatar
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Detecting a 2d collision is easy, but after that, I'm having trouble fixing the AABB position to where it should be. I think it would be something like ...
anon18975's user avatar
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2 answers
515 views

I have a sketch that produces the following: ...
clankill3r's user avatar
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1 answer
157 views

This is the code I'm using to resolve collisions on the players left side. It works when I'm on the ground, but if I'm falling, it does not work. ...
Jersh's user avatar
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I am currently trying to resolve collision between two AABBs. I already have a function that can detect if the the two boxes are colliding and returns true if the two boxes are colliding. The problem ...
user3702643's user avatar
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My function compares two AABBs for collision detection, and when they are around the same size it works fine, but I noticed that if I greatly decreased the size of one of them (or augmented the size ...
Matcha64's user avatar
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1 answer
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I have a bounding box class with a min (x,y,z) and max point (x,y,z). The object that is being rotated has a rotation matrix (3x3 matrix), but I don't know how to update the bounding box with ...
karamazovbros's user avatar
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I have a sphere with values center,radius and I need to convert the sphere to a bounding box with values min,max. How do I ...
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By "going full AABB" I mean using only AABBs for all of your objects (both dynamic and static), with dynamic objects colliding both with each other and static objects. In what specific ways does this ...
Wingblade's user avatar
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I have two aabbs and I need to know the collision normal of the to help me slide the aabbs across themselves. I have searched google but nothing really came up. How do I get the collision normal of ...
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165 views

I am trying to do AABB vs AABB collision and the code is never finding a collision. ...
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2 answers
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When I run this method in game the code freezes. Here are the methods: ...
Macky ben Jonah's user avatar
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1 answer
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I am not sure if this is the right site to put this question on. What would be a good, time saving method to reference an AABB with an integer id in Java programming language? AABB class: ...
Macky ben Jonah's user avatar
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I am creating a AABB for collision detection. I need to calculate the extents for my model and also update them when my model moves. I calculate my min and max when I create my mesh and I use my ...
Macky ben Jonah's user avatar
3 votes
1 answer
7k views

i have been trying to implement an aabb-sphere collision. This is what I tried ...
Macky ben Jonah's user avatar
1 vote
2 answers
443 views

I've implemented Minkowski subtraction to test whether (and where) two AABBs collide, independent of framerate/time-step, in my Minecraft-like game. But since there may be tens of thousands of voxels,...
Mr. Smith's user avatar
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I am having some trouble peforming an overlap test on a axis aligned bounding box. Here is my code ...
Macky ben Jonah's user avatar
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727 views

I am writing a game in a c++ console application. I would like to detect whether or not there is a collision between two objects, and displace them accordingly. All sprites are simply strings drawn on ...
Andrew Pratt's user avatar
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1 answer
293 views

I'm working on a project for school and I'm having some trouble solving a bug. When the player collides with a rectangle the sprite/hitbox keeps jittering while the player has momentum in the ...
Sniffleeu's user avatar
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2 answers
607 views

I'm working on a Minecraft like game engine and recently I've been trying to add good collision response which I have kind of. The collision response is perfect when I try and go through the right ...
GraphicsPadawan's user avatar
3 votes
2 answers
2k views

The player's collider is an axis-aligned bounding box in my 2D platformer, but the environment can be different shapes. I already have collision-detection that prevents the player from going through ...
Martin's user avatar
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2 votes
3 answers
2k views

At one point in my game I had every tile as it's own object, so that I could use standard AABB collision testing easily. I later realized this was horrible for performance and simply made my tiles be ...
Accumulator's user avatar
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1 answer
798 views

I have followed this tutorial and ported it to 3d with glm. Everything works fine when the collision normal is reported as positive ((1,0,0),(0,1,0),(0,0,1)) but when it is negative the player aabb ...
Jon's user avatar
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1 answer
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I want to calculate the AABB for my rotated & translated mesh, but whatever I tried, I can't calculate the center position correctly if the mesh is rotated. My mesh is defined by an array of ...
Constantin's user avatar
2 votes
1 answer
2k views

I'm facing a problem trying to calculate the AABB on my models after rotation is applied. The rotation is not applied on the vertex positions directly, but in a seperate rotation matrix - just ...
Constantin's user avatar
1 vote
1 answer
425 views

I'm currently breaking my head with collision detection and resolving in C++ for my 3D game engine. But currently I'm trying to get resolving to work in 2D. The problem is that when I hit the solid ...
Kiryu144's user avatar
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After having a little look around about collisions. I can't seem to find what i'm doing wrong every time i touch the bottom of the tile it send's me through it and throws me out to the right of the ...
Cerberus's user avatar
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1 answer
211 views

What algorithms are there to find out in which quadrant of the ray an AABB is given a roll value? My idea was to rotate the cube by the negative rotation of the ray and move it by the negative ...
l'arbre's user avatar
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Currently I use AABB's to represent objects in my game engine, I resolve collisions between them by finding the shallowest axis, but this leads to a problem if an object is approaching another in a ...
Nim's user avatar
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