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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/1157)) by Daniel Meltz (Bitbucket: [dmeltz](https://bitbucket.org/%7Baf679193-4aee-48dc-9168-…
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With sphere-box collision with the precision of 1e-4 and box-box collision with the precision of 1e-10 GJK sometimes gets itself into the endless loop.
Currently, there is an endless loop detection w…
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Les actors n'ont pas de méthodes pour détecter les collisions les uns avec les autres.
Il faut dessiner des formes géométriques par dessus et vérifier les superpositions.
1- implémenter la détection …
xclam updated
11 years ago
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The "trimesh.html" demo shows collision between a trimesh and a sphere - but if I replace the sphere with another Trimesh torus, the two bodies just sort of... fall into each other. Is collision detec…
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This is a description of a problem space and some initial sketches for how it might be solved. It's not yet a fully actionable proposal, since we need to gather more examples and do prototyping with t…
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When an object is rotated the collision detection isn't working properly and as such the elements are allowed to overlap.
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this BVH can be used for ray tracing, how to use it for AABB bounding box collision detection, Detect objects around the specified AABB bounding box.
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Much like the `Bounce at edge` block but allow it to use other sprites.
https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
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Two possible ways to get this would be to use the navx's collision detection capabilities or to use current sensing.
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Right now we are using a rect based collision detection which is not fit for an isometric map. The result is a poor usability when selecting a tile to move