# Hanseul Shin

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• Rank
Newbie

• Role
Programmer
• Interests
Programming

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1. ## Is there a more optimized way to check collision on moving box vs static box? (AABB AABB)

I'm currently implementing a moving AABB vs static AABB collision with the velocity of the box, in a minecraft-like game. Since the blocks in my game don't have any collider(for performance issue), this is what I do to check the collision. with the velocity of the moving box, considering it as the direction vector(ray), check if there is a box within the range of the velocity. If the box is jumping, and moving on +x axis / - z axis. I check all 6 edges with the vector to see if there is a collision. But is there a more optimized way to check collision than this method? Thank you!
2. ## Optimized collision detection in minecraft-like game?

Hi, I'm currently implementing a minecraft-like game in Opengl. I'm trying to resolve the collision issue. first option- Putting the colliders to all blocks(bad idea for performance) second option- Save block information around the player and check collisions. (10 blocks around the player since the size of player is 2 cubes) Is there a more optimized way to check the collision than the second option? Thank you!
3. ## two right square prism in collision(AABB), how to check which faces are colliding?

@Randy Gaul You are my idol from now on. Thank you so much
4. ## two right square prism in collision(AABB), how to check which faces are colliding?

Thanx to @Randy Gaul, I succesfully implemented cube/cube collision detection and response. 1- substract the center of each AABB = 3d vector a. 2- if |x| of a is the biggest, this represents a face on each AABB. 3- if x is pointing at the same(or exact opposte) direction of the normal(of a face), two AABB are colliding on those faces. But these steps only work if two colliders are cubes, because the size of each half-lengths are different in a right square prism. I'd like to check which faces are collided with two right square prism, please help! Thank you!
5. ## two 3d cubes in collision(AABB), how to check which faces are colliding?

Thank you so mch for your Answer @Randy Gaul! If I'm understanding correctly, 1- substract the center of each AABB = 3d vector a. 2- if |x| of a is the biggest, this represents a face on each AABB. 3- if x is pointing at the same(or exact opposte) direction of the normal(of a face), two AABB are colliding on those faces. Thank you!
6. ## two 3d cubes in collision(AABB), how to check which faces are colliding?

I'm implementing a simple collision detection, I can detect if two cubes are colliding using max,min points, but can't figure out how to check which faces are colliding. 1- only the first cube can move with velocity but can't rotate. 2- second cube cannot move or rotate Thank you!