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World Collision is already utilizing spatial hash maps but body/body collisions check against every other body which scales extremely badly. Implement some form of spatial partitioning (grid, octree e…
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Hi there! I am currently working with the author of mvsim: https://github.com/MRPT/mvsim, which is a robot simulator which uses Box2D for collision detection. Box2D works great for preventing objects …
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There are currently some collision detection functions split between box.h, aabb2d.h, ray.h, sphere.h. This issue is about discussing how to improve the API.
I'm using _TYPE_vs_TYPE naming here bec…
duarm updated
4 months ago
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Hi, can `distance3d` work for 2D collision detection and response? I'm attempting to integrate this into a video game. To that end, I'm trying to figure out how far a character collider can move befor…
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I'm creating an player movable by mouse ondrag so when you hold and drag behind a wall the player shouldn't cross the wall.
Yet it spawns on the other side when there is no collision anymore with the…
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hi
I'm very impressed with this project - developing a NES game with Lisp !! 🤩
I tried playing your game right away ,
however it seems like the collision detection sometimes does not work .. …
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While basic collision detection is pretty easy in NetLogo (`any? other turtles-here`, size-distance check for circles, or bounding box checks for non-rotated rectangles), doing precise detection for o…
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1. Rectangle vs Rectangle
2. Ray vs Rectangle
3. Dynamic Rectangle vs Rectangle
4. Circle vs Circle
5. ...
I'll add more later if I think I need them.
What is most important to me is that …
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The code for collision on the boundary to snake has been removed. You need to rewrite it.
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https://konvajs.org/docs/sandbox/Collision_Detection.html