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Questions tagged [collision-avoidance]

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For my collision system I’m using a boids-like method that works fine for "small" obstacles (like other characters) where the character can turn slightly left or right to avoid the obstacle ...
philB's user avatar
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I have a character linked by a rope to a fixed point, in an environment with obstacles. I want to do a pathfind that take into account the rope. Here, if the character followed my current pathfind in ...
Alikae's user avatar
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I've got a problem with my flying AI in Unity. When it just chases a target it's ok, but my system contains avoiding obstacles so when it starts to do it, it shakes weirdly. As I understood using <...
kotan4ik's user avatar
1 vote
1 answer
109 views

I am working on a small non-discrete game where monster are coming towards player in random direction, sort of the very simple asteroid shooter game. Monster behaviour is as follows: they spawn out ...
Vincent C.'s user avatar
1 vote
0 answers
245 views

I have made a test sketch of collision avoidance using javascript, as you can see right here. I want the vehicle to move to the clicked location, avoiding obstacles on the way. It is working, but not ...
Ricardinho's user avatar
2 votes
1 answer
681 views

I want to implement a movement system for armies of multiple thousand units. However, I struggle to get the movement "stable" when there are more than a few hundred units. The problem: When ...
Gileos's user avatar
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I want to write a script that can lead to something like https://gyazo.com/90d3a0ec82a41f53c831b00c403dc7df (to surround the enemy through local avoidance). i am using navmesh unity, to solve this ...
NerzOff's user avatar
1 vote
0 answers
140 views

I'm writing a script for a bot and I'm a little bit stuck. There's a game, there's a player (me) and I want to get from point A to point B. I can find the path via bot's API (it returns a ...
FelisManulus's user avatar
2 votes
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So far Ive implemented a 2D grid graph using 2D physics. My enemies have a seeker script, AI destination setter (with the player position attached) and a basic AIPath script that is set to 2D When I ...
Felix Jönsson's user avatar
1 vote
2 answers
632 views

this is a follow up to this other question: How do I handle player collision with corners of a wall In inspiration of the code given in its answer, I tried to write some new code. Basically, in the ...
B''H Bi'ezras -- Boruch Hashem's user avatar
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1 answer
290 views

I've decided to implement my own algorithm for optimal reciprocal collision avoidance. It doesn't use linear programming, but iteratively projecting velocity on intersections of ORCA lines and checks ...
Acey's user avatar
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4 answers
1k views

I'm creating a virtual creature evolution system like here. This type of project requires to define creatures, which are made of some 3d boxes and simulate them over and over again, making little ...
Koby 27's user avatar
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Ever since I made my units move to a certain location a problem has popped up that of course if I try to make two or more units go to the same place they fight for the same spot. Am I just being ...
Kiyo's user avatar
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I am making my own game engine on Python and I got stuck with collision between objects. ...
over_stack's user avatar
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I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
user62039's user avatar
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1 answer
285 views

I'm writing a 2D game where the player has to kill a Ninja. This Ninja is coming closer with a constant speed chasing the player. The Map has some static obstacles like stones no one can pass. The ...
LuaNoob's user avatar
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980 views

I have been having trouble with a custom character controller I am making. The root of the problem lies with collisions. I am trying to make movement code, but I have a problem with ground movement. ...
blackhole's user avatar
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221 views

I have a basic understanding of inverse kinematics, in that there's a workspace and a configuration space, and the point is to find a solution in configuration space that satisfies a workspace goal. ...
oczkoisse's user avatar
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1 answer
836 views

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
Wurger Wulf's user avatar
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1 answer
3k views

I try to implement ray-box intersection algorithm given by the following code. However, I'm not really understand for two cases as shown in the following figures. Firstly, when the box is located in ...
mham's user avatar
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1 answer
293 views

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
Dennis's user avatar
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1 answer
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I'm developing a simple "Geometry Wars" like game: 2D world and multiple enemy spaceships. The enemies should be able to pursue the player and avoid collisions between them at the same time. I've ...
STK Oscar's user avatar
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1 vote
2 answers
740 views

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
Simon's user avatar
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0 votes
1 answer
1k views

I am developing a game in Unity. In this game, 2 teams will fight without any human interaction. The fight results must be always the same, if the same teams are the same. This way, I must reproduce ...
Everton Elvio Koser's user avatar
1 vote
1 answer
495 views

I want to allow the player to freely place cubes anywhere they like in 3D space, but the cube being moved around is not allowed to intersect with other objects. Currently I do a ray cast based on ...
JacketPotatoeFan's user avatar
5 votes
2 answers
3k views

I'm developing prototype of Tower Defense/RTS game and I've implemented simple Flow Field grid. Here is the example (link). How to use example: First click on S50, this will spawn additional units, ...
Fen1kz's user avatar
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3 votes
0 answers
2k views

I am currently working on a simple obstacle avoidance system in unity. I have a player and a school of Ai fish that are traveling in a fixed direction (Down-Right). While swimming, I want the Ai fish ...
Charles Cox's user avatar
3 votes
2 answers
257 views

I am trying to implement the game similar to Dota 2 or Warcraft 3. I want this: when user clicks the right mouse button I want to navigate to the click position. However if there is an obstacle in my ...
durisvk10's user avatar
  • 243
0 votes
1 answer
502 views

How can I make one Box Collider 2D go through another one in Unity? I tried this, but it seems to work only for ordinary Box Collider, but not for Box Collider 2D.
qqqqqqq's user avatar
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1 answer
485 views

I'm struggling to make the sprites avoid each other and other obstacles in the field. To achieve something like this: To do so I decided to have a 3D environment with an Orthographic camera. It all ...
user1750251's user avatar
1 vote
0 answers
197 views

This is follow-up on this question (Unit collision avoidance for RTS) I'm developing an RTS. I'm having difficulty with collision detection... I looked up RVO and it seems like the correct solution, ...
blip's user avatar
  • 51
2 votes
1 answer
3k views

I'm developing an RTS, and having a little difficulty with collision detection. From what I understand RTS generally don't bother with collision detection and just try to avoid collision, and that is ...
blip's user avatar
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1 vote
0 answers
174 views

Relevant Background Information I'm an eleventh grade high school computer science student in Canada. I'm doing pretty well in the course currently, I have a 96 in the course currently. We're working ...
Kyle's user avatar
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1 vote
1 answer
2k views

I'm trying to detect Collision between autonomous moving objects and steer direction if collision is detected. so far I've been following a tutorial and I'm having a hard time to fully understand how ...
SuperRaed's user avatar
8 votes
2 answers
805 views

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
Louis15's user avatar
  • 569
2 votes
1 answer
2k views

I've been working on a HTML5 canvas raycasting engine for the web browser, with the end goal of making a simple FPS game in the style of the early 90s. The engine sits somewhere between Wolfenstein 3D ...
James Hill's user avatar
8 votes
2 answers
3k views

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
lostyzd's user avatar
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2 votes
1 answer
867 views

I would like to know what is the best way to implement collision avoidance and eventually pathfinding in a LibGDX 2D top view game. Think of "Binding of Isaac". I use a sort of tilemap to place the ...
Fiochkij's user avatar
17 votes
3 answers
12k views

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
JPtheK9's user avatar
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1 vote
0 answers
122 views

I'm starting to build a 2D game, metroidvania-like, tile-based and all. I've had some prior experience in it, and one of the major letdowns of those prior games was that worlds seemed too "blockish", ...
Gian Reis's user avatar
1 vote
3 answers
17k views

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ray-...
Adariel Lzinski's user avatar
0 votes
2 answers
519 views

I have a crate setup (in pic below) with a rigid body component, box collider and 3 circle colliders(they allow me to push the crate most of the time without getting stuck on the floor textures which ...
JDolleyArt's user avatar
1 vote
1 answer
271 views

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
felipe's user avatar
  • 397
1 vote
1 answer
3k views

I followed this tutorial: link and I was able to make it work with 3d voxel world collisions. But the problem I have is with collision response. I want to make player slide against the wall if he is ...
serengeor's user avatar
3 votes
2 answers
624 views

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
Deozaan's user avatar
  • 78
2 votes
2 answers
1k views

I'm developing a top-down game in XNA with enemies that wander until they are within range of a player, at which point they begin chasing the player. This works, but I also want them to avoid ...
terpak's user avatar
  • 185
5 votes
1 answer
2k views

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
GelatinFox's user avatar
1 vote
1 answer
995 views

I'm trying to do some obstacle avoidance. Yet somehow something is not going quite well. I've used the book "Programming Game AI by Example" to create a simular function in c# in combination with XNA. ...
Baklap4's user avatar
  • 147
1 vote
1 answer
129 views

The player moves a spell object, the spell must stay withing a certain range of the player. The spell is moved using a physics system and it has mass and velocity. Currently when the spell goes out ...
Ian Hern's user avatar
  • 121
4 votes
1 answer
413 views

I'm tinkering around with a 2d game where obstacles are polygons of arbitrary shapes, sizes and locations, and movable entities (players/enemies) can also be of arbitrary sizes. What's a good general ...
levand's user avatar
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