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Questions tagged [collision-detection]

Collision detection is the determination of whether or not two or more entities make contact with each other during gameplay.

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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: ...
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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 ...
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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 ...
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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, ...
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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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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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 ...
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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
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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 ...
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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 (...
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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, ...
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I have a Unity CharacterController, that can detect collisions using the following code: ...
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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)...
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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
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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
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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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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
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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:...
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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
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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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I'm making a very peculiar outrun clone. I need the player to move forward automatically while being able to change his position on the road in his local X axis. I made infinitely generated road and ...
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