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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • The how of a collision engine

    - by JXPheonix
    This is a very, very broad question - what is the general algorithm of how a collision engine works? No code in specific, but rather, just a general idea of how a collision engine does what it does, constantly refreshing the points of an object and comparing it to other objects? (see, I have the general gist of it here.) A collision engine is basically an engine used in games (generally) so that your player (call him Bob), whenever bob moves into a wall, Bob stops, Bob does not walk through the wall. They also generally handle the gravity in a game and environmental things like that.

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  • Making a perfect map (not tile-based)

    - by Sri Harsha Chilakapati
    I would like to make a map system as in the GameMaker and the latest code is here. I've searched a lot in google and all of them resulted in tutorials about tile-maps. As tile maps do not fit for every type of game and GameMaker uses tiles for a different purpose, I want to make a "Sprite Based" map. The major problem I had experienced was collision detection being slow for large maps. So I wrote a QuadTree class here and the collision detection is fine upto 50000 objects in the map without PixelPerfect collision detection and 30000 objects with PixelPerferct collisions enabled. Now I need to implement the method "isObjectCollisionFree(float x, float y, boolean solid, GObject obj)". The existing implementation is becoming slow in Platformer games and I need suggestions on improvement. The current Implementation: /** * Checks if a specific position is collision free in the map. * * @param x The x-position of the object * @param y The y-position of the object * @param solid Whether to check only for solid object * @param object The object ( used for width and height ) * @return True if no-collision and false if it collides. */ public static boolean isObjectCollisionFree(float x, float y, boolean solid, GObject object){ boolean bool = true; Rectangle bounds = new Rectangle(Math.round(x), Math.round(y), object.getWidth(), object.getHeight()); ArrayList<GObject> collidables = quad.retrieve(bounds); for (int i=0; i<collidables.size(); i++){ GObject obj = collidables.get(i); if (obj.isSolid()==solid && obj != object){ if (obj.isAlive()){ if (bounds.intersects(obj.getBounds())){ bool = false; if (Global.USE_PIXELPERFECT_COLLISION){ bool = !GUtil.isPixelPerfectCollision(x, y, object.getAnimation().getBufferedImage(), obj.getX(), obj.getY(), obj.getAnimation().getBufferedImage()); } break; } } } } return bool; } Thanks.

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  • Platform game collisions with Block

    - by Sri Harsha Chilakapati
    I am trying to create a platform game and doing wrong collision detection with the blocks. Here's my code // Variables GTimer jump = new GTimer(1000); boolean onground = true; // The update method public void update(long elapsedTime){ MapView.follow(this); // Add the gravity if (!onground && !jump.active){ setVelocityY(4); } // Jumping if (isPressed(VK_SPACE) && onground){ jump.start(); setVelocityY(-4); onground = false; } if (jump.action(elapsedTime)){ // jump expired jump.stop(); } // Horizontal movement setVelocityX(0); if (isPressed(VK_LEFT)){ setVelocityX(-4); } if (isPressed(VK_RIGHT)){ setVelocityX(4); } } // The collision method public void collision(GObject other){ if (other instanceof Block){ // Determine the horizontal distance between centers float h_dist = Math.abs((other.getX() + other.getWidth()/2) - (getX() + getWidth()/2)); // Now the vertical distance float v_dist = Math.abs((other.getY() + other.getHeight()/2) - (getY() + getHeight()/2)); // If h_dist > v_dist horizontal collision else vertical collision if (h_dist > v_dist){ // Are we moving right? if (getX()<other.getX()){ setX(other.getX()-getWidth()); } // Are we moving left? else if (getX()>other.getX()){ setX(other.getX()+other.getWidth()); } } else { // Are we moving up? if (jump.active){ jump.stop(); } // We are moving down else { setY(other.getY()-getHeight()); setVelocityY(0); onground = true; } } } } The problem is that the object jumps well but does not fall when moved out of platform. Here's an image describing the problem. I know I'm not checking underneath the object but I don't know how. The map is a list of objects and should I have to iterate over all the objects??? Thanks

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  • Unity Problem with colliding instances of same object

    - by Kuba Sienkiewicz
    I want to check if object's instance is overlapping with another instance (any spawned object with another spawned object, not necessary the same object). I'm doing this by detecting collisions between bodies. But I have a problem. Spawned object (instances) are detecting collision with everything but other spawned objects. I've checked collision layers etc. All of spawned objects have rigidbodies and mesh colliders. Also when I attach my script to another body and I touch that body with an instanced object it detects collision. So problem is visible only in collision between spawned objects. And one more information I have script, rigid body and collider attached to child of main object. using UnityEngine; using System.Collections; public class CantPlace : MonoBehaviour { public bool collided = false; // Use this for initialization void Start () { } // Update is called once per frame void Update () { //Debug.Log (collided); } void OnTriggerEnter(Collider collider) { //if (true) { //foreach (Transform child in this.transform) { // if (child.name == "Cylinder") { //collided = true; Color c; c = this.renderer.material.color; c.g = 0f; c.b = 1f; c.r = 0f; this.renderer.material.color = c; Debug.Log (collider.name); //} // } //} //foreach (ContactPoint contact in collision.contacts) { // Debug.DrawRay(contact.point, contact.normal, Color.red,15f); // } } }

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  • 3D RTS pathfinding

    - by xcrypt
    I understand the A* algorithm, but I have some trouble doing it in 3D to suit the needs of my RTS Basically, in the game I'm making, there will be agents with different sizes of OBB collision boxes. I can use steering behaviours for avoiding other agents, so I don't need complete dynamic pathfinding. However, there is a problem because different agents have different collision geometry, and structures can be placed in almost any place. This means that there might be a gap between two structures where some agents can go through and some can't. A solution I have found to this problem is to do a sweep of the collision geometry of the agent from start node of the edge the pf algorithm is currently testing, to the end node of that edge. But this is probably a bit overkill since every edge the algorithm tests would also have to create and test with a collision geometry sweep. What are some reasonable approaches to this problem? I should mention that I'd prefer not to use navmeshes, I prefer waypoints because my entire system is based on it atm.

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  • How do I find actors in an area on a poly-precise basis?

    - by Almo
    Ok, I've been asking various questions and getting some good answers, but I think I need to rethink my method, so I'll describe the problem. I have a player who has a big blue box in front of him. This box shows which KActors will be pushed when he pulls the trigger: Currently, the blue box spawns a descendant of Actor which checks collision to see which KActors are touching it: foreach Owner.TouchingActors(class'DynamicSMActor', DynamicActorItt) { // do stuff } The problem is, if you check for touching between Actors and KActors, it looks like it does a plain axis-aligned bounding-box collision. The power will push the box on the lower right, when it's clear it's not touching the blue box. How should I do this properly? I just need a way to find out which KActors are touching that area, on a poly-by-poly level. These collisions are only done with rectangular boxes and simple sphere collision; we are aware of the potential for performance issues with complex objects and poly-collision. I've tried making the collision checker a KActor, but it doesn't report any TouchingActors. This issue is causing us trouble in a lot of other places as well. So solving this problem is a core issue in our game.

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • how to do collision detection for hollow(?) movieclips in flash AS3?

    - by Pieter888
    Hey everyone, I'm making small interactive games in flash to learn AS3, now I ran into a problem that I need some help with. I need to check the collision between the player and the wall which is normally simple using the hitTestObject function. But now I made a wall object totally surrounding the player with corridors and turn, a collision playground so to speak. Now when I use the hitTestObject function to check whether the player is in collision with the wall it tells me it always collides supposedly because the player object is within the bounds of the wall object. So assuming that I'm correct about the error: How can I prevent getting a collision when I'm inside the bounds of the wall object but not touching the actual walls in that object?

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  • Html 5 ping pong game side collision problem

    - by Gurjit
    I am making a simple ping pong game where I am facing a side collision problem means when the ball collides with the either side of the paddle . Although I have written code for making it works but something is failing....I want plz someone to give suggestions and tell how to avoid it. Means while trying to hit the ball with side face of the paddle poses a problem.!! Here is the main part of the code causing problem function checkCollision(){ ///// This is collision detection for the upper part ///// if( cy + radius >= paddleTop && cx + radius > paddleLeft && cy + radius >= paddleTop + 5 && cx - radius <= paddleLeft + paddleWidth ) { dy = -dy; ++hits; /// On collision we are increasing the Score playSound(); } else if( cy + radius >= paddleTop && cy + radius <= paddleTop + paddleHeight && cx + radius >= paddleLeft && cy - radius <= paddleLeft - (radius + 1) ) { dx = -dx; } } here is working fiddle for it :- http://jsfiddle.net/gurjitmehta/orzpzf69/

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  • How do I detect and handle collisions using a tile property with Slick2D?

    - by oracleCreeper
    I am trying to set up collision detection in Slick2D based on a tilemap. I currently have two layers on the maps I'm using, a background layer, and a collision layer. The collision layer has a tile with a 'blocked' property, painted over the areas the player can't walk on. I have looked through the Slick documentation, but do not understand how to read a tile property and use it as a flag for collision detection. My method of 'moving' the player is somewhat different, and might affect how collisions are handled. Instead of updating the player's location on the window, the player always stays in the same spot, updating the x and y the map is rendered at. I am working on collisions with objects by restricting the player's movement when its hitbox intersects an object's hitbox. The code for the player hitting the right side of an object, for example, would look like this: if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingLeft){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingRight){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingUp){ isInCollision=true; level.moveMapRight(); } else if(Player.bounds.intersects(object.bounds)&&(Player.x<=(object.x+object.width+0.5))&&Player.isMovingDown){ isInCollision=true; level.moveMapRight(); } and in the level's update code: if(!Player.isInCollision) Player.manageMovementInput(map, i); However, this method still has some errors. For example, when hitting the object from the right, the player will move up and to the left, clipping through the object and becoming stuck inside its hitbox. If there is a more effective way of handling this, any advice would be greatly appreciated.

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  • How do I handle specific tile/object collisions?

    - by Thomas William Cannady
    What do I do after the bounding box test against a tile to determine whether there is a real collision against the contents of that tile? And if there is, how should I move the object in response to that collision? I have a small object, and test for collisions against the tiles that each corner of it is on. Here's my current code, which I run for each of those (up to) four tiles: // get the bounding box of the object, in world space objectBounds = object->bounds + object->position; if ( (objectBounds.right >= tileBounds.left) && (objectBounds.left <= tileBounds.right) && (objectBounds.top >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) { // perform specific test to see if it's a left, top , bottom // or right collision. If so, I check to see the nature of it // and where I need to place the object to respond to that collision... // [THIS IS THE PART THAT NEEDS WORK] // if( lastkey==keydown[right] && ((objectBounds.right >= tileBounds.left) && (objectBounds.right <= tileBounds.right) && (objectBounds.bottom >= tileBounds.bottom) && (objectBounds.bottom <= tileBounds.top)) ) { object->position.x = tileBounds.left - objectBounds.width; } // etc.

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  • Bounding volume hierarchy - linked nodes (linear model)

    - by teodron
    The scenario A chain of points: (Pi)i=0,N where Pi is linked to its direct neighbours (Pi-1 and Pi+1). The goal: perform efficient collision detection between any two, non-adjacent links: (PiPi+1) vs. (PjPj+1). The question: it's highly recommended in all works treating this subject of collision detection to use a broad phase and to implement it via a bounding volume hierarchy. For a chain made out of Pi nodes, it can look like this: I imagine the big blue sphere to contain all links, the green half of them, the reds a quarter and so on (the picture is not accurate, but it's there to help understand the question). What I do not understand is: How can such a hierarchy speed up computations between segments collision pairs if one has to update it for a deformable linear object such as a chain/wire/etc. each frame? More clearly, what is the actual principle of collision detection broad phases in this particular case/ how can it work when the actual computation of bounding spheres is in itself a time consuming task and has to be done (since the geometry changes) in each frame update? I think I am missing a key point - if we look at the picture where the chain is in a spiral pose, we see that most spheres are already contained within half of others or do intersect them.. it's odd if this is the way it should work.

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  • Unity, changing gravity game & stopping character when he hit a wall.

    - by Sylario
    i am currently working on a 2d puzzle game in the unity engine. One of the aspect of this game is the possibility to rotate the level of 90°. It also rotate the gravity. The main character is not directly controlled by the player, but instead fall when the level is rotated. When the main character hit a wall, he should stop to move. If i do not stop it, it kind of blink ans shake against the wall. To stop it i detect collision and depending on the current rotation state, the player will stop at "vertical" or "horizontal" tags when a OnCollisonEnter occurs. I must do that because when the player fall on his relative ground, He must not stop like if he had touch a wall. My problem is the 'side' of platform, or the 'top' of wall, they use the same tag and thus do not give the correct tag to my character. I tried to put a very small invisible box on top/side of elements but the collision occurs nevertheless. It seems when the player falls and hit something he go through a bit before being replaced at correct position by unity. Is there a way : 1 ) to doesn't stop my character but to make it appear immobile on screen 2 ) To detect a "i cannot move anymore" collision other than by using collision?

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  • Using Bullet physics engine to find the moment of object contact before penetration

    - by MooMoo
    I would like to use Bullet Physics engine to simulate the objects in 3D world. One of the objects in the world will move using the position from 3D mouse control. I will call it "Mouse Object" and any object in the world as "Object A" I define the time before "mouse object" and "Object A" collide as t-1 The time "mouse object" penetrate "Object A" as t Now there is a problem about rendering the scene because when I move the mouse very fast, "Mouse object" will reside in "Object A" before "Object A" start to move. I would like the "Mouse Object" to stop right away attach to the "Object A". Also If the "Object A" move, the "Mouse object" should move following (attach) the "Object A" without stop at the first collision take place. This is what i did I find the position of the "Mouse Object" at time t-1 and time t. I will name it as pos(t-1) and pos(t) The contact time will be sometime between t-1 to t, which the time of contact I name it as t_contact, therefore the contact position (without penetration) between "Mouse object" and "Object A" will be pos(t_contact) then I create multiple "Mouse object"s using this equation pos[n] = pos(t-1) * C * ( pos(t) - pos(t-1) ) where 0 <= C <= 1 if I choose C = 0.1, 0.2, 0.3,0.4..... 1.0, I will get pos[n] for 10 values Then I test collision for all of these 10 "Mouse Objects" and choose the one that seperate between "no collision" and "collision". I feel this method is super non-efficient. I am not sure the way other people find the time-of-contact or the position-of-contact when "Object A" can move.

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  • Collision in Tiled Map - LibGDX

    - by user43353
    I have collision code that deals with left or right or top or bottom. I am using Tiled Map with LibGDX. Question is: How do I detect collision with other cells by all 4 sides, and not specifically by left/right or top/bottom. Here is my top/bottom and left/right collision code: private boolean isCellBlocked(float x, float y) { Cell cell = collisionLayer.getCell((int) (x / collisionLayer.getTileWidth()), (int) (y / collisionLayer.getTileHeight())); return cell != null && cell.getTile() != null && cell.getTile().getProperties().containsKey(blockedKey); } public boolean collidesRight() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX() + getWidth(), getY() + step)) return true; return false; } public boolean collidesLeft() { for(float step = 0; step < getHeight(); step += collisionLayer.getTileHeight() / 2) if(isCellBlocked(getX(), getY() + step)) return true; return false; } public boolean collidesTop() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY() + getHeight())) return true; return false; } public boolean collidesBottom() { for(float step = 0; step < getWidth(); step += collisionLayer.getTileWidth() / 2) if(isCellBlocked(getX() + step, getY())) return true; return false; } What I'm trying to achieve is simple: I'm trying to make code that will detect by all 4 sides, collidesRight + collidesLeft + collidesTop + collidesBottom in one boolean. For some reason, I cant seem to figure it out. I tried to use Rectangles (the Java Class) on the specific tile I want to be detected, but was messy and I have multiple maps. Having a Rectangle (from Java's API) around the player is no problem. It's just the tiles I want to be detected are the main issues as they cause messy code when used with the Rectangle class. Im trying to minimize the amount of code....

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  • Hide collision layer in libgdx with TiledMap?

    - by Daniel Jonsson
    I'm making a 2D game with libgdx, and I'm using its TileMapRenderer to render my map which I have made in the map editor Tiled. In Tiled I have a dedicated collision layer. However, I can't figure out how I'm supposed to hide it and its tiles in the game. This is how a map is loaded: TiledMap map = TiledLoader.createMap(Gdx.files.internal("maps/map.tmx")); TileAtlas atlas = new TileAtlas(map, Gdx.files.internal("maps")); tileMapRenderer = new TileMapRenderer(map, atlas, 32, 32); Currently the collision tiles are rendered on top of everything else, as I see them in the map editor.

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  • Correct way to handle path-finding collision matrix

    - by Xander Lamkins
    Here is an example of me utilizing path finding. The red grid represents the grid utilized by my A* library to locate a distance. This picture is only an example, currently it is all calculated on the 1x1 pixel level (pretty darn laggy). I want to make it so that the farther I click, the less accurate it will be (split the map into larger grid pieces). Edit: as mentioned by Eric, this is not a required game mechanic. I am perfectly fine with any method that allows me to make this accurate while still fast. This isn't the really the topic of this question though. The problem I have is, my current library uses a two dimensional grid of integers. The higher the number in a cell, the more resistance for that grid tile. Currently I'm setting all unwalkable spots to Integer Max. Here is an example of what I want: I'm just not sure how I should set up the arrays of integers of the grid. Every time an element is added/removed to/from the game, it's collision details are updated in the table. Here is a picture of what the map looks like on my collision layer: I probably shouldn't be creating new arrays every time I have to do a path find because my game needs to support tons of PF at the same time. Should I have multiple arrays that are all updated when the dynamic elements are updated (a building is built/a building is destroyed). The problem I see with this is that it will probably make the creation and destruction of buildings a little more laggy than I would want because it would be setting the collision grid for each built in accuracy level. I would also have to add more/remove some arrays if I ever in the future changed the map size. Should I generate the new array based on an accuracy value every time I need to PF? The problem I see with this is that it will probably make any form of PF just as laggy because it will have to search through a MapWidth x MapHeight number of cells to shrink it all down. Or is there a better way? I'm certainly not the best at optimizing really anything. I've just started dealing with XNA so I'm not used to having optimization code really doing much of an affect until now... :( If you need code examples, please ask. I'll add it as an edit. EDIT: While this doesn't directly relate to the question, I figure the more information I provide, the better. To keep your units from moving as accurately to the players desired position, I've decided that once the unit PFs over to the less accurate grid piece, it will then PF on a more accurate level to the exact position requested.

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  • determine collision angle on a rotating body

    - by jorb
    update: new diagram and updated description I have a contact listener set up to try and determine the side that a collision happened at relative to the a bodies rotation. One way to solve this is to find the value of the yellow angle between the red and blue vectors drawn above. The angle can be found by taking the arc cosine of the dot product of the two vectors (Evan pointed this out). One of my points of confusion is the difference in domain of the atan2 function html canvas coordinates and the Box2d rotation information. I know I have to account for this somehow... SS below questions: Does Box2D provide these angles more directly in the collision information? Am I even on the right track? If so, any hints? I have the following javascript so far: Ship.prototype.onCollide = function (other_ent,cx,cy) { var pos = this.body.GetPosition(); //collision position relative to body var d_cx = pos.x - cx; var d_cy = pos.y - cy; //length of initial vector var len = Math.sqrt(Math.pow(pos.x -cx,2) + Math.pow(pos.y-cy,2)); //body angle - can over rotate hence mod 2*Pi var ang = this.body.GetAngle() % (Math.PI * 2); //vector representing body's angle - same magnitude as the first var b_vx = len * Math.cos(ang); var b_vy = len * Math.sin(ang); //dot product of the two vectors var dot_prod = d_cx * b_vx + d_cy * b_vy; //new calculation of difference in angle - NOT WORKING! var d_ang = Math.acos(dot_prod); var side; if (Math.abs(d_ang) < Math.PI/2 ) side = "front"; else side = "back"; console.log("length",len); console.log("pos:",pos.x,pos.y); console.log("offs:",d_cx,d_cy); console.log("body vec",b_vx,b_vy); console.log("body angle:",ang); console.log("dot product",dot_prod); console.log("result:",d_ang); console.log("side",side); console.log("------------------------"); }

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  • Collision: Vector class (java)

    - by user8363
    When handling collision detection / response and you need a Vector class, do you need to create that class yourself or is there a java class you can use? A vector class should have methods like: subtract(Vector v), normalize(), dotProduct(Vector v), ... At the moment it seems logical to use classes like java.awt.Rectangle and java.awt.Polygon to calculate collisions. Would I be right to use these classes for this purpose? My question is not about how to implement collision detection, I know how that works. However I'm wondering what would be a correct and clean way to implement it in java since I'm fairly new to the language and to application development in general.

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  • C# Collision Math Help

    - by user36037
    I am making my own collision detection in MonoGame. I have a PolyLine class That has a property to return the normal of that PolyLine instance. I have a ConvexPolySprite class that has a List LineSegments. I hav a CircleSprite class that has a Center Property and a Radius Property. I am using a static class for the collision detection method. I am testing it on a single line segment. Vector2(200,0) = Vector2(300, 200) The problem is it detects the collision anywhere along the path of line out into space. I cannot figure out why. Thanks in advance; public class PolyLine { //--------------------------------------------------------------------------------------------------------------------------- // Class Properties /// <summary> /// Property for the upper left-hand corner of the owner of this instance /// </summary> public Vector2 ParentPosition { get; set; } /// <summary> /// Relative start point of the line segment /// </summary> public Vector2 RelativeStartPoint { get; set; } /// <summary> /// Relative end point of the line segment /// </summary> public Vector2 RelativeEndPoint { get; set; } /// <summary> /// Property that gets the absolute position of the starting point of the line segment /// </summary> public Vector2 AbsoluteStartPoint { get { return ParentPosition + RelativeStartPoint; } }//end of AbsoluteStartPoint /// <summary> /// Gets the absolute position of the end point of the line segment /// </summary> public Vector2 AbsoluteEndPoint { get { return ParentPosition + RelativeEndPoint; } }//end of AbsoluteEndPoint public Vector2 NormalizedLeftNormal { get { Vector2 P = AbsoluteEndPoint - AbsoluteStartPoint; P.Normalize(); float x = P.X; float y = P.Y; return new Vector2(-y, x); } }//end of NormalizedLeftNormal //--------------------------------------------------------------------------------------------------------------------------- // Class Constructors /// <summary> /// Sole ctor /// </summary> /// <param name="parentPosition"></param> /// <param name="relStart"></param> /// <param name="relEnd"></param> public PolyLine(Vector2 parentPosition, Vector2 relStart, Vector2 relEnd) { ParentPosition = parentPosition; RelativeEndPoint = relEnd; RelativeStartPoint = relStart; }//end of ctor }//end of PolyLine class public static bool Collided(CircleSprite circle, ConvexPolygonSprite poly) { var distance = Vector2.Dot(circle.Position - poly.LineSegments[0].AbsoluteEndPoint, poly.LineSegments[0].NormalizedLeftNormal) + circle.Radius; if (distance <= 0) { return false; } else { return true; } }//end of collided

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  • Getting collision detection in Pygames

    - by user36010
    I am writing a game in Pygame, I want to get collision detection. The aim is when a object hits another, the target object disappears. I want to avoid having classes and just have my code class less for now, in one script. This makes it difficult to get collision detection because the Rect method in Pygame is called on by an object(class). The logic I want to achieve is: object hits a target object target object disappears. is there an easy way to achieve this?(with minimal code possible)

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  • Obstacle Avoidance steering behavior: how can an entity avoid an obstacle while other forces are acting on the entity?

    - by Prog
    I'm trying to implement the Obstacle Avoidance steering behavior in my 2D game. Currently my approach is to apply a force on the entity, in the direction of the normal of the heading, scaled by a number that gets bigger the closer we are to the obstacle. This is supposed to push the entity to the side and avoid the obstacle that blocks it's way. However, in the same time that my entity tries to avoid an obstacle, it Seeks to a point more or less behind the obstacle (which is the reason it needs to avoid the obstacle in the first place). The Seek algorithm constantly applies a force on the entity that pushes it (more or less) in the direction of the obstacle, while the Obstacle Avoidance algorithm constantly applies a force that pushes the entity away (more accurately, to the side) of the obstacle. The result is that sometimes the entity succesfully avoids the obstacle, and sometimes it collides with it, depending on the strength of the avoidance force I'm applying. How can I make sure that a force will succeed in steering the entity in some direction, while other forces are currently acting on the entity? (And while still looking natural). I can't allow entities to collide with obstacles when realistically they should be able to easily avoid them, doesn't matter what they're currently doing. Also, the Obstacle Avoidance algorithm is made exactly for the case where another force is acting on the entity. Otherwise it wouldn't be moving and there would be no need to avoid anything. So maybe I'm missing something. Thanks

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  • velocity vector

    - by wanderer
    Hi, I am trying to simulate a collision. The collision is shown here http://www.freeimagehosting.net/image.php?c5ae01b476.jpg A particle falls down on a sphere and a collision between sphere and particle takes place. The sphere always remain stationary and the collision itself is not elastic. So if the particle falls directly n top of sphere, the velocity of particle will become zero. I was trying to set the velocity of particle to be zero after the collision. But that does not give good simulation when the collision does not occur on top of sphere but along the side of sphere. So now after the collision i need to make sure that the particle has a velocity which is orthogonal to the vector of the point of collision from the center of sphere. The velocity along the vector from center of sphere to point of collision should become zero. How do i do that? I am a bit mathematically challenged but i think it has something to do with dot product of vectors. Or maybe i am wrong :) I have the initial velocity vector and 'radiusvector' say :- 1)velocity <-1.03054, -1.56563, 1.33341e-016 2) radius vector <2.04406, 2.19587, 1.0514 Pseudo code for the problem is: foreach( particle particle in particlesCollections) { //sphere.x, sphere.y sphere.z give the center of the sphere dist = particle.pos-vector(sphere.x,sphere.y,sphere.z); //detect if a collision has taken place. if (dist.mag < sphere.radius) { rVector=dist/dist.mag*sphere.radius; particle.pos=vector(sphere.x,sphere.y,sphere.z) + rVector; //particle.Velocity gives the velocity vector of the particle at the time of collision //i need to modify particle.Velocity so that the component of velocity that runs along // with the rvector becomes zero as i have a non elsatic collision. The remaining //velocity that the particle will have is the one which runs along with tangent to the //rVector. The sphere remains stationary. //example values: particle.Velocity == <-1.03054, -1.56563, .006> //and rVector = <2.04406, 2.19587, 1.0514> } } Thanks

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  • How do I detect multiple sprite collisions when there are >10 sprites?

    - by yao jiang
    I making a small program to animate the astar algorithm. If you look at the image, there are lots of yellow cars moving around. Those can collide at any moment, could be just one or all of them could just stupidly crash into each other. How do I detect all of those collisions? How do I find out which specific car has crash into which other car? I understand that pygame has collision function, but it only detects one collision at a time and I'd have to specify which sprites. Right now I am just trying to iterate through each sprite to see if there is collision: for car1 in carlist: for car2 in carlist: collide(car1, car2); This can't be the proper way to do it, if the car list goes to a huge number, a double loop will be too slow.

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