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Questions tagged [separating-axis-theorem]

The Separating Axis Theorem (SAT) is used to detect if two convex, generic objects are colliding or not.

1 vote
0 answers
78 views

I am trying to implement SAT and it works except for the fact that colliders extend infinitely along the Z axis and I can never get past them. I also have confirmed that ...
Jakob Tadej Vrtačnik's user avatar
0 votes
1 answer
359 views

I am currently working on a basic HTML, CSS, and JavaScript game as a freshman high school summer project. I am currently trying to implement separating axis theorem (I spent a lot of time learning ...
Yash-902's user avatar
1 vote
1 answer
384 views

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
198 views

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
0 votes
1 answer
86 views

My collision detection is inconsistent. I am testing between 2 rectangles. When they are un-rotated, it says they are intersecting way before they touch, but when I rotate one, it works properly. I do ...
Tree3708's user avatar
2 votes
2 answers
257 views

I implemented SAT alghorithm that is able to detect collisions and return shortest "pull out" vector. On the screenshot below this vector is determined by yellow color (P and Q). If I add Q ...
Rakoo's user avatar
  • 141
0 votes
1 answer
292 views

I'm trying to implement the Seperating Axis Theorem by following this article I found on MDN. Unfortunately, I'm not too geometry savvy and I wasn't able to find any good, simple implementation ...
Gian's user avatar
  • 113
0 votes
0 answers
845 views

I am trying to detect collision between two triangles using Separating Axis Theorem however I am unaware what is wrong with my code. The CollisionHelper::isTriangleIntersectingTriangle is called every ...
user324093252's user avatar
0 votes
0 answers
129 views

I am building a physics game engine from the ground up and currently stumped with my SAT implementation. The situation I am having is in regard to Edge cases, if I remove all parallel / duplicate Axis ...
WholesomePorridge's user avatar
1 vote
1 answer
743 views

Currently I have a working 2D SAT collision system with only boxes, but works with static rotations as well, leaving room for triangles. One of the issues I've been able to resolve was tunnelling, ...
user avatar
0 votes
1 answer
95 views

I would like to refine the output of the separating axis test to not only tell me whether convex polyhedron A intersects convex polyhedron B, but also whether A is completely inside B. Is it safe to ...
nnnmmm's user avatar
  • 101
0 votes
2 answers
859 views

I am trying to implement SAT collision detection between 2 OBBs, however, I am getting a lot of false positives, can anyone help me figure out what I am doing wrong, thank you in advance. This is my ...
Shubham Sachdeva's user avatar
3 votes
0 answers
1k views

Some definitions: An oriented bounding box (OBB) is a rectangular block which can be represented in many ways, as a collection of eight vertices, a collection of six planes or others, for this ...
BPL's user avatar
  • 83
1 vote
2 answers
585 views

I'm making a 2D platformer game and using the separating axis theorem for collision detection, but I want the player to be able to walk along the ground and slide on walls and other stuff and I can't ...
William Thompson's user avatar
2 votes
0 answers
327 views

I've been trying to get proper collision detection with SAT in 3D. I started of with this post: How many and which axes to use for 3D OBB collision with SAT. I've been trying to get the right axis to ...
Raymond's user avatar
  • 71

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