-
I'd love to see you tackle this one, as it's a bit hard to visualize and implement and I think a video explaining the concepts would be SO helpful for game devs who want to use this for convex shape c…
-
Currently a check between a shape bounding sphere and a trace line (cylinder) is used. A prism that encloses two boxes (defined by trace extents and put at trace start/end) can be used as a tighter tr…
-
https://developer.mozilla.org/en-US/docs/Games/Techniques/2D_collision_detection
Make a separating axis theorem collision in PIxiJS
-
Some rotation values and intersection points can cause sprite collision (using Separating Axis Theorem) to bug out and give off the wrong Minimum Translation Vector. This vector will usually pull spri…
-
### What would this enhancement be for?
Other
### Describe your enhancement suggestion in more detail
CheckBoundingCollision() would take four vectors and return a boolean. These vectors would be t…
-
For a given image, create a mask based on the pixels bounded by non-whitespace pixel and used it as a collision detection for dynamic shape.
-
[CollisionWorld](https://www.ncollide.org/rustdoc/ncollide2d/world/struct.CollisionWorld.html) currently exposes methods for the retrieval of interferences with [a ray](https://www.ncollide.org/rustdo…
-
Bug dans le système de détection de collisions pour les objets se situant sur l'axe des ordonnées ((y = 0) => colonne 4 du level).
Les coups d'épée ne sont pas détectés contre ces objets (Impossible d…
-
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…
-
**Is your feature request related to a problem? Please describe.**
There is only one hitbox type in the engine, a rectangle. it would be very nice if you could make a custom hitbox for a gameObject.
…