Skip to main content
Filter by
Sorted by
Tagged with
-2 votes
0 answers
66 views

I am making a particle simulator in python, and noticed that my collision detection is ruining the performance the most,I am not even sure if this is a thing but is it possible to tell the GPU to do ...
Dario's user avatar
  • 1
0 votes
1 answer
26 views

I’m working with RealityKit and trying to detect on which side of a connector a sphere has collided. The setup: I have a connector (a cylinder). It has two child entities, each one with its own ...
swiftIos's user avatar
0 votes
0 answers
87 views

I’m working on a small PICO-8 project where multiple balls/pixels should bounce around the screen. The wall collisions work fine, but when I try to make the balls bounce off map tiles (with flag 0 = ...
Kars's user avatar
  • 1
0 votes
0 answers
41 views

I control two grippers with two Geomagic devices in a SOFA scene. The task is to grasp a soft elastic band (a torus) and place it into target configurations (shown at the beginning of the task). When ...
sara biondi's user avatar
0 votes
1 answer
98 views

How can I detect whether a circle intersects or crosses a given arc segment? The arc is defined by a center, radius, start angle (angle1), and end angle (angle2). How to detect that arc AB has ...
darkfrei's user avatar
  • 638
0 votes
1 answer
86 views

I have been working on a project in Godot 4.4.1 (a 2D platformer) and have added some spikes for the player to jump on; if you touch a spike, you lose a life. The problem is that if there are two ...
Charles Dev's user avatar
1 vote
0 answers
157 views

The input is two 2D convex quadrilaterals. I leaned that SAT or GJK algorithm can detect if their intersection is of zero area (as a segment or a point) or positive area (as a polygon). But these two ...
Eli4ph's user avatar
  • 271
0 votes
2 answers
177 views

I'm fairly new to javascript, and I've been trying to build a small game to learn new concepts. An issue I'm encountering is that projectiles in the game often have a higher velocity than the width of ...
Blue Artifact's user avatar
1 vote
0 answers
154 views

I am looking to create a 2D Topdown Shooter in Windows Forms.NET (C#). I have player movement & enemy movement, player & enemy rotation (player aims towards the mouse, enemy aims towards the ...
7v_5 Productions's user avatar
0 votes
1 answer
120 views

I am trying to detect collisions between two RealityKit entities, but the results are unexpected. I thus created a minimal example. In the iOS app below, 3 entities are set up: A board, a fixed box ...
Reinhard Männer's user avatar
1 vote
1 answer
169 views

I'm trying to detect collision to attack an enemy, but I don't want it to detect the player as a whole, I just want it to detect the Collision2D node named "Sword Hitbox". Is there any way ...
Rebecca Marshall's user avatar
2 votes
1 answer
103 views

I wrote an algorithm how to detect the collision detection of two rects with rounded borders (the code was written using TypeScript but I tried to name things as clear as possible to code be readable ...
EzioMercer's user avatar
  • 2,149
1 vote
1 answer
133 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
1 vote
1 answer
58 views

def Axis(A, B): # RETURN A NORMALIZED NORMAL VECTOR (CHECKED) dx = A[0] - B[0] dy = A[1] - B[1] n = [-dy, dx] v = math.sqrt(dy ** 2 + dx ** 2) return [n[0] / v, n[1] / v] def ...
Datruc's user avatar
  • 11
0 votes
1 answer
122 views

I've written a 2d ball to ball particle collision and detection system using Verlet integration. This means my balls are using a "previous position" and "position" (As opposed to a ...
SupaGu's user avatar
  • 621
1 vote
0 answers
30 views

Problem Description: I am implementing collision detection between an OBB and an AABB using the Separating Axis Theorem (SAT) in Unity. The algorithm works perfectly in most cases, but I have noticed ...
Thibaut Lagoda's user avatar
1 vote
1 answer
153 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
0 votes
2 answers
57 views

I am trying to create a Vampire survivor type game, and I am currently creating the logic of the enemies, but I have found a problem, and that is that they are able to overlap each other, to a point ...
Mesa's user avatar
  • 1
1 vote
1 answer
54 views

Pathfinder by A* algorithm working fine, the smoothing path algorithm is working excellent too. The problem is: pathfinder grid is not equal to monster hitbox (collision range), the grid size and ...
Michał Jakisam's user avatar
0 votes
0 answers
28 views

I had a system with checking, but as it scrolled, I basically sank into the floor. I had chatGPT comment my code for helping with this. The main problems seem to be the ReassignCollisionBox(), which ...
Goofy Gunton's user avatar
0 votes
0 answers
97 views

Short question: How to do 3D ray-tacing/collision-detection, in R? Longer question: I have a 3-dimensional triangular mesh of animal burrows in soil produced my a micro-CT scanner (wavefront file ...
Tom's user avatar
  • 151
1 vote
1 answer
80 views

This is my player's update function: void update() { IsOnWall = false; IsOnFloor = false; int collide[4] = { collidelist(Rect{pos.x, pos.y + vel.y, hitbox.width, vel.y + 1}, Stillbodies), ...
jg1121's user avatar
  • 25
-1 votes
1 answer
60 views

I was able to create the collision of 2 objects in PyGame using the calculation of Euclidian distance. Circles created are moving on the screen, changing the coordinates based on the "gravity&...
frky's user avatar
  • 3
0 votes
1 answer
81 views

I use MVC in my Unity 3D project. I have CollisionPoller to determine contacts and movement. If I use my MoveController and CollisionPoller my character is shaking Y axis every frame per +/- 0.01. If ...
lolka's user avatar
  • 1
1 vote
1 answer
51 views

Im trying to make it so when my picture bounces, the window changes to a random color, but when it changes, it only changes for a split second when it collides then the window changes back to white ...
azzy's user avatar
  • 11
3 votes
1 answer
116 views

I'm working with polygons on a 2D plane that have Tetris-style gravity. Each polygon can rest either on the X-axis or on top of another polygon. If a polygon overlaps with any other polygon(s), it ...
aldin's user avatar
  • 169
0 votes
1 answer
29 views

Trying to create movement through vertical axis, only when objects are overlapping. I basically want my character to be fixed to the wall before they're able to climb up. Here's my player code, no ...
olewis9's user avatar
0 votes
1 answer
550 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
69 views

I am working on a collision detection system where a moving rectangle (movingRect) collides with a stationary rectangle (steadyRect). Upon collision, I want to calculate an offset that should be ...
Zhuk Nikita's user avatar
1 vote
3 answers
200 views

I’ve been struggling with a problem related to collision detection and positioning in a 2D space, and I could really use some guidance on achieving good performance. I have a rectangular boundary (...
David H's user avatar
  • 13
0 votes
2 answers
182 views

I'm looking for help to solve the following situation. I have a line segment defined by two points P1 and P2. And I have a ray that starts at P3 and intersects segment P1P2 at P4. I want to calculate ...
jpwrunyan's user avatar
  • 530
1 vote
1 answer
98 views

I have a simple setup. A player with a camera, a plane that the player walks on, and two walls with box colliders. THE PROBLEM When moving in one direction (X or Z-Axis), the player stops when ...
Juan-Jacques Joubert's user avatar
0 votes
1 answer
51 views

I have been making a simple tetris game to enhance my java skills and here are the two classes: import java.awt.*; import java.util.ArrayList; public class Piece{ int posX; int posY; ...
user27184728's user avatar
1 vote
1 answer
73 views

I have a problem because - if I rotate the block collision is still a box. I want to make hit boxes rotated too but I don't know what to do. Also I don't use import in libraries. Here is my code to ...
Kashu Kutosza's user avatar
0 votes
1 answer
65 views

If weapon collided with the body deal damage, if weapon collided with other weapon do not deal damage. Problem is that when two weapons collide it detects it as if Player object and Goblin object ...
OgnjenGligoric's user avatar
1 vote
1 answer
40 views

NOTE Here is a link to a video I made demonstrating the issue at hand on Dropbox: https://www.dropbox.com/scl/fo/p19oite64o22sh9bl8s1b/ALnUvrJzNbK7QixHrgHGgdY?rlkey=gpxahqur1kmfdqr1ulow4bk04&st=...
Carson D's user avatar
1 vote
1 answer
165 views

I am looking for an algorithm to resolve collisions in 2d meshes. Picture a free floating loop of string represented by a polygon (vertex connected by edges). Nodes and edges can move depending on ...
Tony Zhang's user avatar
0 votes
0 answers
49 views

Often, I want certain GameObjects, which I'll hereafter refer to as "entities", to exhibit the following properties: I want entities to use Unity's physics system for collision with terrain, ...
TT87's user avatar
  • 39
0 votes
0 answers
53 views

I'm working on a game and having trouble with horizontal collision detection between the player and block objects. The collision seems to work fine when the player collides from below the block, but ...
Jesse's user avatar
  • 1
0 votes
0 answers
501 views

Im making this simple platform game on Raylib C++, and I can't nail down the collisions. I have tried to implement my own collisions: #include "raylib.h" #include <stdio.h> struct ...
ayden's user avatar
  • 1
2 votes
1 answer
116 views

Basically I want to create my own tools for developing a 2D top-down game and when it comes to collision detection I'm trying to implement the SAT method, but somehow my calculations seem to be way ...
Péter Marschall's user avatar
1 vote
1 answer
345 views

I have the following problem in Godot Engine: How to detect collisions only the first iteration when Node2D enters the tree? I'm using Area2D which is 💥 "Explosion" in my game and it has to ...
Kind Po4antek's user avatar
0 votes
1 answer
299 views

I'm making a roguelike game in there is a large, procedurally generated level. There are loads of enemies in the level, and in this case they will only be aggravated and start attacking once you get ...
somebodywhodoesntknowmuch's user avatar
0 votes
0 answers
126 views

I wrote Separating Axis Theorem (SAT) algorithm implementation for collisions in my SFML game by one of the OneLoneCoder video tutorials on YouTube. But it doesn't work for wall colliders, the problem ...
yellownighr's user avatar
1 vote
0 answers
60 views

I have a player object which is parent to a cylinder object (simply for sprite), MainCamera object, and a checkGround object so that I can check if it is touching the ground in order to jump. The ...
Berke Aytan's user avatar
2 votes
0 answers
43 views

So, I'm working on a game in Unity, It was a 3D game. and I was intending that the player character uses inverse kinematics and prodedural animation, and stuff like that. To be clear they don't have a ...
Feefs's user avatar
  • 21
0 votes
1 answer
42 views

It does not detect collision. (I have been trying to fix this for 3 days now) using UnityEngine; public class Enemy : MonoBehaviour { [Header("Ectoplasm Reward")] public int ...
xemopy's user avatar
  • 11
1 vote
1 answer
1k views

I have a 2d platform game and wanted to make the player be able to jump on top of it from the bottom or diagonally from bottom-left or bottom-right. The problem I'm facing is that sometimes the player ...
Michał Terczyński's user avatar
1 vote
0 answers
75 views

I set the layer of various slopes in my environment to Ground and then set the layer that the slope detector is meant to detect to Ground as well. This would then activate a separate movement setting ...
Big Glasses's user avatar
1 vote
0 answers
54 views

I'm currently making a game prototype. This is a multiplayer rpg, but I'm currently struggling with collisions. My movement script works fine, it is a grid based movement using a move point that I &...
HoDoH's user avatar
  • 11

1
2 3 4 5
89