Ok i know this is sort of a non specific question but i am making a verlet integration physics engine for a game similar to, for example angry birds. I am writing a practice engine just to get the jis
I have been looking for weeks for an OBJ-C based tutorial on how to call a method when a specific b2body collides with something else (not everything).
I 开发者_如何学运维need an equation to find point F. Point A, B, and D are known. Point F is unknown. Point F is on line AB. Line AB is perpendicular to line DF. What is the equation for F?I\'m assumi
Recently I was just reading the book XNA 4.0 Game Developmeny by Example. In one the of the chapters this code is written for bouncing (reflecting) the objects after collision detection:
I have seen some cool 3D stuff done with css3 3d translations, for instance: http://www.webkit.org/blog-files/3d-transforms/morphing-cubes.html
I have a 3d moving box an开发者_JS百科d a stationary box. I can detect collisions ok but now I would like to slide the moving box against the stationary box as a collision response. For this I need th
I am making a game in Cocos2d. Everything is okay, so far. I used Ray Wenderlich\'s tutorial to get collision detection to work. It works, but whenever an \'enemy\' spawns where a bullet was deleted (
When I first load my object I calculate the initial AABB with the maximum and minimum (x,y,z) points. But this is in object space and the object moves around the world and more importantly, rotates.
First off, the player will be controlling a circular object. Im trying to do collision in a tile based game. One of my problems is not all the ti开发者_Go百科les are square. They are all sorts of irre
I am writing my own Ray Cast collision detector and every now and then, like one i开发者_如何转开发n a million times (which ends up being quite frequent). I get a ray that just manages to slip through