The collision tag has no wiki summary.
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0answers
20 views
How to improve Collision Detection in Bricks in BreakOut Game
I've done my first BreakOut Game while completing an assignment for Stanford University CS Online Course for java.
However I noticed during play testing that when the ball sometimes hits a brick ...
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1answer
68 views
My second attempt at canvas spatial grid collision? Did I get it?
After posting my first question and my first attempt which you can see here,
My first attempt at canvas spatial grid collision? Please be honest!
I have re-written it to try and implement what the ...
3
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1answer
92 views
My first attempt at canvas spatial grid collision? Please be honest!
The code,
$(document).ready(function() {
window.addEventListener('keydown', keyPress, true); // event listener for keyboard presses
function keyPress(evt) {
if(engine.activeBlock) { // block is ...
1
vote
1answer
68 views
Breakout-like game in JS
I've made a small breakout game, so far with one level. My plan is to expand it so that it has a level editor, but for now I wanted to make sure that everything is currently looking well-designed. I ...
4
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1answer
142 views
C++ - Collision checking optimizations
So, if I'm working in a 2d environment and have hundreds of objects, brute force collision checking would be out of the question, but would my method below work?
For example, lets say I have a ...
1
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0answers
309 views
Ray-Triangle intersection test code
I recently view this site for sharing code. I don't know if I am right to share a useful code for others here.
Anyway this is Ray-Triangle intersection test code that I use in my Game Engine so I ...
2
votes
1answer
4k views
Java Slick 2D Collision Detection Methodology
I have a collision detection for terrain setup (non-terrain is handled with a quadtree I implemented apart from this) and I was wondering how others have done it compared to mine and what I could ...
1
vote
1answer
145 views
Does this intersection algorithm work like it's supposed to?
and can I make it more efficient? It's to test the collision between a ray and a sphere.
float BoundingSphere::Intersects(Ray ray)
{
D3DXVECTOR3 direction = ray.Direction();
D3DXVECTOR3 vec = ...