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Latest aabb Activity
![AABB moving player outside the colliding AABB](https://media.discordapp.net/attachments/1180479454842208316/1237167530485874819/image.png?ex=663aa98c&is=6639580c&hm=8dd13a5ed9187abfa0470b650150e796382ec2c2e8f521408def2b2a59192188&=&format=webp&quality=lossless&width=646&height=811)
gregory2 said:
The way I learned to do this was by stepping the player one direction at a time, and checking collision between each of those steps. You start by moving the player horizontally by their horizontal velocity, and then check for collision. If there's a collision, you step back horizontal…
![How does SWEPT AABB collision work in 3D space with objects of different sizes?](https://uploads.gamedev.net/forums/monthly_2024_03/ff61b4b83a684f5b86bdf9444773bc15.collision.jpg)
In the case of small round objects (bullets, hand grenades, etc) here's what I did:
This gives you the center of AABB, and then three vectors that can be stretched on each axis (X,Y,Z). …
Thanks for your answer! I love the diagrams, seems like it should work. However in the meantime I came up with a different approach entirely. Instead of “clipping" the AABB I realized I could move each face along its axis until it touches the plane. so basically in pseudocode:
for each face in AABB:…
@undefined Yes that makes sense the timestep! Thank you!
How to create a (center & extent/radius) AABB of an AABB rotated a quaternion?
I'm currently using the code below, from the Real-Time Collision Detection book, which seems to work correctly but use a 3x3 matrix. Is there a way to avoid the matrix conversion and rotate the AABB directly using the…