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Questions tagged [bounding-boxes]

The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial coarse check for which parts of a 3D scene to include for rendering or collision detection.

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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 recently wrote a quick shader toy for finding the point of intersection of a ray centered within a square--with optimization provided by the Graphics Programming discord: https://www.shadertoy.com/...
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I'm working on a simple 2D platformer for learning purposes and I'm trying to add a bounding box to the player sprite. I've managed to get it working; however, I'm having difficulty with sizing it to ...
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I am currently trying to check whether the first object contains a second. I first tried to use the bounding box, but it is defined in world space, so it is not working with my rotated cubes. Then I ...
Muhammad Faizan Khan's user avatar
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Consider the below images get from the Final Fantasy VII and Alone In The Dark games: I assume that the above scenes are composed by a set of layers composing the background image (allowing thus the ...
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Say I have thousands of 2D Axis-Aligned Bounding Boxes (AABBs), and a single point. I'm checking whether a point is inside a certain AABB before performing some expensive logic. ...
cgdoofus's user avatar
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I am trying to calculate the exact collision time of two axis-aligned bounding boxes (aabb) as fast as possible (in the sense of CPU time). I have all the required information (aabb min, max, center, ...
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I have a couple of 2D meshes that make a hierarchical animated model. I want to do some post-processing on it, so I decided to render this model to a texture, so that I could do the post-processing ...
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I am implementing a 3D FPS game in C++. The game has large outdoors areas with both static and dynamic objects in the scene, with the following implicit assumptions: Static objects: Do not move ...
yah_nosh's user avatar
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I'm trying to write my own ray tracer. The last days I tried implementing a bounding box algorithm for it. But I'm getting a much slower frame rate with the bounding boxes turned on. I think it has ...
Georg Methner's user avatar
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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 ...
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I have a table in 3D space, represented by a plane. I want to project arbitary points representing an object (cup, toy, etc) onto that table, run 2D principal components analysis to get an oriented ...
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I´m struggling with a weird problem since hours. Ive implemented frustum culling with the help of online articles and a book. The problem is that the objects are not culled correctly. I´m using ...
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I'm implementing my physics engine for my 3D game. So far I've been able to implement collision detection between OBB, spheres and planes. The engine generate contacts and resolve them with an ...
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I'm making a game engine and currently I use a function for checking a new position after movement to prevent game objects from escaping the world: ...
Ivan Ivanov's user avatar
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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 Player object with a BoxCollider2D component and a Ladder object also with a BoxCollider2D component. Each object has a ...
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Hello everyone, I am trying to create a bounding box around a Sprite in my simple Pong game. The bounding box needs to be a simple rectangle around the sprite so that it can act as a collision ...
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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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I am developing an action platformer in Python, with Pygame. That said, my question is a general one about collision resolution strategies. I use an axis-aligned bounding box for the purposes of ...
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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 ...
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I am trying to check if a triangle is intersecting a BoundingBox in a 3D space with libgdx, but I am unable to find anything that can help me with that. I tried using a Plane but it is not precise ...
Azias's user avatar
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How does one find the coordinates of the 4 corners of a bounding box of a square of width w and height h that is rotated ...
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I am trying to create bounding boxes. My goal is not to create them with giving x,y and z coordinates. But rather, I will be loading a model or else rendering a shape - say an aeroplane. The algorithm ...
gtushar31's user avatar
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So I have this class OBB which implements a test function that determines whether a ray hits it. If it does, a passed in struct ...
Elias Finoli's user avatar
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I've made a simple billboard gpu instancing vertex shader that manipulates the verticies of an object based on the projection matrix. The problem is that the renderer bounds does not update to ...
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Lets say i need to check if two AABBs are colliding with each other. I would simply compare their corners. When am i gonna need SAT(heavy vector calculations) to do the same thing?
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On the Unity Editor, the OnMouseClick() function is fired but in my executable file it does not work. It is rare for it to fire, but it does not fire when the ...
XBM's user avatar
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I'm trying to get the bounds of an object and put a box around it. Sounds simple right? I just encapsulate all the bounds together and use its center and size to do so. But the problem is one corner ...
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I have a car that needs a box collider. If the car were 1 single mesh, I would only need to call: boxCol = gameObject.AddComponent<BoxCollider>(); ...
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I attached a Box Collider to a object, which has not the center as its pivot. Now I need the 8 corner points. Right now I can only get the points in a unrotated state. But whenever I rotate the ...
OC_RaizW's user avatar
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I am trying to make bounding boxes for my models. My code works fine if the model is imported as a COLLADA (.dae) file. When I try to import a model that has .fbx extension, my bounding box messes up. ...
syy's user avatar
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I am trying to create multiple BoundingBoxes on a Model by following this tutorial: https://electronicmeteor.wordpress.com/2011/...
syy's user avatar
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I have the following problem: I have two GameObjects (one is static, the other is the player). Both of them have one BoundingBox that surrounds them, and a List that contains more BoundingBoxes for a ...
shniqq's user avatar
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I'm using the collision library OZCollide and I want to do OBB vs. OBB collision tests. The problem is, that this function doesn't seem to exist but instead there is a AABB vs. OBB and a Triangle vs. ...
Anonymous Anonymous's user avatar
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For some reason my bounding box is always tilted when i import to unity. I've checked for loose geometry and everything but there's nothing.
Alex Richard's user avatar
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I am currently trying to set up a little debug view as I am planning to implement occlusion queries later. For those, I have written code to determine the "extreme coordinates" of the VAO I want to ...
JackWhiteIII's user avatar
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Calculating directional light view frustum based on scene objects(bounding frustum) results in noticeable scene jittering on camera movement in CSM and non-CSM rendering code paths. What are the ...
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I'm wondering which algorithm was used to draw the sprites of the video game Commandos in the correct order. Each sprite has a 3D bounding volume (either a polygon or a cylinder), this is how the ...
h3k's user avatar
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3 votes
1 answer
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I'm creating an Android game that relies heavily on collision detection for a couple of players (at least up to 4). I researched hierarchical structures that could speed up the process. Because I have ...
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I am making a game in OpenGL and Blender and trying to use JBullet as the collision manager. I am using BoxShapes for collisions, which requires a ...
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I was poking around in SQLite and discovered R-trees. A little digging revealed that R-trees are really just fancy AABB-trees. Then I realize that the state of the art in collision detection (often ...
Steven Lu's user avatar
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Give a 2D space with a bunch of non-intersecting AABBs, and a point in this space (that may or may not be inside an AABB), how can I find the closest place where I can place a new AABB of a given size?...
TomD's user avatar
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2 answers
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Currently I'm working on an Android OpenGL 3D game and now I want to implement a collision detection. For this I want to use oriented bounding boxes but here is my problem. For a normal oriented ...
Cilenco's user avatar
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I have a 3D grid of voxels in my game. Entities walk around with simple physics that represents them as an axis aligned bounding box with velocity, mass and acceleration. The way I'm doing collision ...
mklingen's user avatar
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For my HND I've got to re-create Frogger, and everything was going swell until I tried adding some collision detection and sound. Whenever my player intersects a vehicle, the sound file just starts ...
Martyn Chapman's user avatar
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I'm trying to make a platformer game without tiles. I've made a collision handler to handle collision between Player and Stage(platform)and a collision checker, here's the code: ...
Adi Faidz's user avatar
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2 answers
280 views

I have a box that is drawn around my game that I want to check collisions with. Currently my BoundingBox is made in a way that whatever is inside the box is ...
Droes's user avatar
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1 answer
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Is there any easy way to get an approximate distance between two OOB? I searched around and people talk about GJK algorithm, however I don't see it returning the distance between two convex objects ...
NachoChip's user avatar
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"sprite" is the player object, velocity is a Vec2 that tracks movement (is set to -1, 1, or 0 at any given time), each sprite in "sprites" is a wall of the same size as the player (everyone is a block ...
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