Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (416)
games submitted by our members
Games in WIP (306)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Tile Based Collision Edges - Argh, I'm stuck.  (Read 980 times)
0 Members and 1 Guest are viewing this topic.
Offline kevglass
« League of Dukes »

JGO Kernel


Medals: 54
Projects: 20


Mentally unstable, best avoided.


« Posted 2004-08-23 16:21:17 »

I've got a tile based map (see http://67.18.194.226/kev/grav2/grav2pg.jnlp). I have a non tile shaped ship colliding with the tiles. While I can happily tell when the ship has collided with a tile (using java.awt.geom.Areas), I now want to know which side of the tile was collided with (and hence the normal) to work out the bounce correctly.

Now, I've tried a few bits and pieces but all are horribly hacky..

Anyone got any ideas how to do this?

Kev

Offline Orangy Tang

JGO Kernel


Medals: 48
Projects: 11


Monkey for a head


« Reply #1 - Posted 2004-08-23 19:53:13 »

I was struggling with something like this a while ago, about the most general solution is to test all the line segments of one object against all the line segments of the other. That'll give you a few segments that intersect, and if you're lucky one of them will be a tile edge. If you're unlucky you'll get two tile edges when you bump into a corner. If you're really unlucky you'll get three edges when you totally swarm over an edge.

You could try seperating all the cases, but that could be tricky. A more mathematical way would the method of separating axies, which gives you a separation plane and penetration distance. Google should have quite a bit on it.

If you're sure one will always be static (like with tiles) and all your tiles are the same shape then you can probably simplifiy things quite a lot. For a start you should be able to use your velocity to trim down the possible edges to one or two (can't bump into an edge you're moving away from Wink ).

[ TriangularPixels.com - Play Growth Spurt, Rescue Squad and Snowman Village ] [ Rebirth - game resource library ]
Offline kevglass
« League of Dukes »

JGO Kernel


Medals: 54
Projects: 20


Mentally unstable, best avoided.


« Reply #2 - Posted 2004-08-23 20:54:59 »

And thats thats Smiley Velocity trimming plus a bit of jiggery pokery has sorted it. I have 5 different tile shapes and it all seems to work happily.

Thanks,

Kev

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Get high quality music tracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
HeroesGraveDev (40 views)
2013-06-15 23:35:23

Vermeer (50 views)
2013-06-14 20:08:06

davedes (47 views)
2013-06-14 16:03:55

alaslipknot (44 views)
2013-06-13 07:56:31

Roquen (60 views)
2013-06-12 04:12:32

alaslipknot (48 views)
2013-06-10 19:30:18

HeroesGraveDev (66 views)
2013-06-09 04:36:03

alaslipknot (53 views)
2013-06-09 03:40:19

CodeHead (53 views)
2013-06-09 02:55:41

GabrielBailey74 (66 views)
2013-06-09 00:02:25
Smoothing Algorithm Question
by UprightPath
2013-05-28 02:58:26

Smoothing Algorithm Question
by UprightPath
2013-05-28 02:57:33

Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!