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1 vote
0 answers
218 views

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)...
Zoler1337's user avatar
2 votes
1 answer
172 views

I'm new to Unity. I was wondering what the best workflows were for placing colliders. I'm going for high performance, and I've heard that mesh colliders aren't as performant as just placing down box ...
Taylor Goeman's user avatar
0 votes
3 answers
151 views

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
0 votes
1 answer
46 views

I am doing a Unity project, that makes it necessary to import a mesh consisting of triangles. As it is possible to reduce the amount of triangles in a mesh and keeping the structure similar, I am ...
Enceladus's user avatar
2 votes
1 answer
738 views

I am writing code that requires me to find all points within circle on certain parts of the screen hundreds of times per frame. I wrote a quadtree for this and have 1 method called query_circle that ...
Aayush's user avatar
  • 67
3 votes
1 answer
4k views

I am making a Bloons tower defense game and I came across a problem with regards to collisions. The way my code currently works is all the current bullets on the screen(could be potentially thousand) ...
Aayush's user avatar
  • 67
0 votes
0 answers
22 views

In my unity 2d game I had large amount of scripts which were components of different enemies and obstacles. All of them were checking for collison, had FixedUpdate, Start and OnCollisionEnter2D and ...
Lordoftherings's user avatar
1 vote
0 answers
87 views

It bothers me that a lot of character controllers are written to rely on raycasting for movement along the ground. While this solution is very straightforward and general (especially in the sphere ...
smallobsession's user avatar
1 vote
1 answer
491 views

This question can be generalized to "how does one efficiently determine if a collision has taken place between curvy lines" On https://slither.io there are snakes that players play as that ...
Ryan Peschel's user avatar
0 votes
1 answer
281 views

I have a Unity 2D project which has a player character and numerous NPCs all potentially moving (top-down) at the same time during play. The number of NPCs is not to exceed 100 (and will be, probably, ...
Offlein's user avatar
  • 103
5 votes
1 answer
3k views

I have a whole bunch of entities constantly being processed and testing for collisions. I've tried to optimize this by stopping certain entity types from checking each other, dead entities not being ...
Aquaphor's user avatar
0 votes
0 answers
341 views

I found that state-of-the-art physics engines like Bullet and Box2D all use binary AABB-Tree for broad-phase collision detection. I wonder, did anybody tested AABB-tree with >2 branches per node ? ...
Prokop Hapala's user avatar
0 votes
3 answers
3k views

I'm building a 2D MORPG using JavaScript, Node JS and socket.io To prevent cheating, I have to run all collisions for all players on my server. I'm currently doing fairly simple square collisions ...
Pascal Claes's user avatar

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