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detecting collisions between bodies: Points, Lines, Boxes, Polygons (Concave too), Ellipses and Circles. Also RayCasting. All bodies can have offset, rotation, scale, bounding box padding, can be stat...

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In my project, I use this convention of creating entities: ``` this.collision = system.createCircle({ x: x, y: y }, r); this.collision.mainObject = this this.collision.objectType = 'player' / 'enemy' / 'bullet'...

Good day, I have recently been working with the Circle bodies and have a case where the offset value would be very helpful. https://github.com/jriecken/sat-js/blob/master/SAT.js#L291-L294 I can have a PR in...

Does this project have specific goals around performance that are maintained or monitored over time? Something like what [Deno does](https://deno.land/benchmarks), where performance would be tracked and maintained over time. Recently...

enhancement

I am having some trouble with concave polygons. The collisions were not being detected with my concave polygon, so I did a little bit of testing with a different concave...

I'm creating an player movable by mouse ondrag so when you hold and drag behind a wall the player shouldn't cross the wall. Yet it spawns on the other side...

enhancement

I implemented a group method similar to box2d collision filtering that uses only bit operations, ensuring minimal performance impact. The stress demo has also been updated for observing the results....

In a very large or infinite world, using `checkArea()` to limit the detection range is very useful.

When multiple collisions are detect simultaneously, resolutions offset each other because they are handled sequentially. ![collisions](https://github.com/user-attachments/assets/ae66f345-732f-4c61-82c8-ab251c08beff) Given the above situation, I would expect `system.separate()` to move the blue dynamic body...

Can you provide more info on how the collision filtering works with the `group` property, is more for our use or is it used internally?