• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
stein102

Vector collision

3 posts in this topic

Can anyone suggest a good article or tutorial on how to implement vector based collisions/movement in a game? Right now my game is just set up with simple x and y coordinates and dx/dy variables that represent the speed in both the x and y components of the game. If it helps anyone explain it a little better, I'm working on a breakout game and want to get the collision done properly.

1

Share this post


Link to post
Share on other sites
Basically, you find the plane that your collision is happening on, then you reflect your velocity over that plane: http://www.3dkingdoms.com/weekly/weekly.php?a=2

in essence, for a game that is strictly AABB(Axis-Aligned Bounding Boxes) boxes, you figure out which side of the brick you are colliding with, then negate the appropriate axis, for example, if your hitting the bottom or top of a brick, simply negate the y velocity. same for x when hitting the left/right. just be sure to also push the ball out of the brick/paddle, otherwise you might inadvertently cause the ball to continously flip it's velocity if it somehow ends up inside the brick.
1

Share this post


Link to post
Share on other sites

What's a good way to find out which side of the brick I'm colliding with?

 

On this previous thread, I wrote an explanation of how to solve the colliding side on a box-box collision exactly:

http://www.gamedev.net/topic/634693-two-rectangles-colliding/#entry5003279

 

If you get stuck on some part of the explanation, feel free to ask. You should probably draw the situation on paper while following the logic.

 

(It's another matter whether a Breakout game is best served by strict rectangle-rectangle collision; ultimately you'd probably want to add a special case for handling corner hits so the ball will bounce off at different angles.)

 

Another approach is to take the angle between velocity vectors and then use that somehow to estimate the type of the hit. This isn't an exact solution and will require hand-tuning for specific rectangle shapes. You get the cosine of the angle by dividing the dot product with vector lengths:

http://en.wikipedia.org/wiki/Dot_product#Algebraic_definition

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0