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0 votes
2 answers
66 views

How can I detect collision between a box and a minimum poly collision mesh?

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
0 votes
0 answers
32 views

In Unity, how can I check whether two objects are sliding on each other or rolling against one another?

I'm coding a script to make objects emit appropriate noises on contact with other objects, with different sounds for isolated impacts, sliding, and rolling. Impacts work just fine, but for the other ...
Luca Ballanzeddu's user avatar
0 votes
0 answers
165 views

3D AABB vs AABB discrete collision - How to choose resolution axis?

I'm working on a simple 3D collision system that only needs to handle dynamic AABB vs static AABB. It needs a sliding collision response, but it doesn't need to sweep (i.e. doesn't need continuous, ...
Archduke's user avatar
0 votes
1 answer
96 views

BSP Tree Troubles and Unpredictable Results

I've been trying to fix this problem myself for ages, but I really do need help. I'm creating a BSP tree for my 3D game (baked in the map files, quake style) to replace my existing naïve collision &...
Elgen T's user avatar
0 votes
0 answers
44 views

how to get all points contained in the area of an object of any shape

how would I get points contained by objects, so that I can check for intersections of points, and I also ask myself if checking for intersections each frame would be too CPU intensive?
Nathan Francisco-Ribeiro's user avatar
1 vote
1 answer
306 views

teleportation...how to not teleport inside walls

when the player uses the teleportation skill, he is instantly teleported X distance in the direction of movement so front, back, left and right depending in which direction the player wants to go. the ...
Cei's user avatar
  • 873
1 vote
1 answer
343 views

Collision normal for sphere near edge of triangle face

When my sphere (or bottom part of a capsule) moves with its bottom near the edge of a mostly horizontal triangle (a face of a heightmap), I am sometimes getting very bad (mostly horizontal) normals. ...
Ricardo Buring's user avatar
0 votes
1 answer
809 views

How to implement a directional attacking/blocking system?

I'm working on implementing a directional attacking / blocking system in Unity à la Elder Scrolls: Arena or more recently, Mount & Blade - where moving the mouse in a certain direction signals a ...
Andrew T.'s user avatar
3 votes
2 answers
2k views

How to differentiate between enemy and something else in Godot?

So, I have a simple 3D game with a player, an enemy, and walls. I've figured out how to detect collisions between my player (RigidBody) and an enemy or wall (Static Body). I want to know how can I ...
Programmer's user avatar
0 votes
0 answers
207 views

Sphere collision resolution when colliding with multiple meshes

I'm writing my own player collision physics and I'm stuck at collision resolution part. I have sphere as a player and scene made of static meshes. Collision resolution works fine when player is ...
Unkoalified's user avatar
0 votes
1 answer
102 views

How can I create a good physics colliders for these models in Unity3D

I need to make a 3D colliders in Unity with those forms. I don't want to use any Asset Store asset if it's possible. There are two models: both are cylinders but they have some deformations (see image ...
GospelBG's user avatar
0 votes
1 answer
159 views

How do I resolve a collision in SAT-3D when the projection axis is zero?

I am doing SAT in 3D, right now just between cuboids/3D rects (idk the terminology). I have intersection working fully, and static collision works as long as the projection axis is not zero. But if it ...
Tree3708's user avatar
1 vote
0 answers
209 views

Fast self collision/intersection detection algorithm for tetrahedral meshes

I want to play with deformation of tetrahedral mesh (soft-body simulation) but I need help with self-collision detection stuff. I found SOFA collision detection but I'm not sure that it fits for self-...
Daiver's user avatar
  • 201
1 vote
1 answer
1k views

Swept AABB: finding collision normal in 3D?

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
0 votes
1 answer
2k views

Swept 3d capsule intersection with AABB, what am I actually supposed to use to accomplish this?

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 ...
Krupip's user avatar
  • 1,793

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