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Static Sphere and Oriented Bounding Box collision tutorial

GameDev.Net

Cancel Save Advertisement Popular Topics How to get a general idea of process heap availability?

Collision 147
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Creator 3.8 - Collider2D can't get collision direction on BEGIN_CONTACT?

Cocos

Hi, Im using Creator 3.8.5 & handling 2d collision - to get direction of 2 objects when they collide My physics engine is 'Box2D based 2D physics system" I followed this article docs.cocos.com 2D Contact Callback | Cocos Creator Cocos Creator Docs and my code goes here ballColliderComp.on(Contact2DType.BEGIN_CONTACT,

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Nearing the Finish Line: Rewriting the Untold Engine

Harold Serrano

Want collision? One Last Piece: The Collision System With almost every system in place, I’m now working on the Collision System—the last big piece of this rewrite. After wrapping up the Collision System, my focus will shift to finalizing the documentation and writing tutorials. Want to add physics? setEntityKinetics().

Engine 68
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Godot XR update - February 2025

Mircosoft Game Dev

Features Update OpenXR to Khronos 1.1.41 release This version of XR Tools has been updated to contain Godot 4.2 mesh formats and thus requires Godot 4.2+.

Collision 105
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Function approximation

GameDev.Net

I am successfully running a numerical algorithm to determine the collision between gravitational field lines and an axis-aligned bounding box – [link] I am trying to come up with an approximation. Below is one of many ways I've tried to attack the problem. How would you do it differently? MyBig get_inters

Collision 124
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Collision Callbacks not triggering

Cocos

Can you share your collision callback function? It seems you are assigning readableonly variable?

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Physics Collision with non dynamic types

Cocos

I’ve tried changing the type (static/kinematic/animated) of the other objects, but collision detection still doesn’t work. The only time collision is detected is when I set the “Character” object’s Rigidbody2D type to “dynamic”. However, this causes the “Character” object to be affected by gravity, which I don’t want. normalize().multiplyScalar(this.speed);