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Unity3d How to achieve the collision of particle effects

After testing, we summarize some ideas about how to make particles and objects collide and how to make them disappear after a collision:First, let's look at the configuration diagram of my particle system:On the main configuration of collision detection We look at the collision in the picture:The first item: because it is a 3D game, so here I choose the worldThe second item (dampen): suppression (0~1), sele

Iso14443-3 TypeA anti-collision process and command parsing

First, Introduction This post describes PCD (Proximity coupling Device) using iso14443-3 Type a protocol to detect the matching PICC (Polling for Proximity Cards) command and anti-collision process (Anticollision proccess). Second, command 1ReqaAndWuqa1.1 Overview of commands The REQA command and the Wupa command are PCD used to detect whether the type a card is in radio frequency field (RF). The difference is that the REQA comm

Collision detection and response based on 2D polygon (4)

IV, Basic arc Collision Response What we need to do below is to separate two objects with a given amount, and add a little friction and some static friction, so that the object can rest on the inclined surface. This part uses a simple speed to influence the algorithm. Similarly, in order to make the Collision Response more realistic, the object is given quality (better is the reciprocal of quality ). The

Collision Detection help frequently used in games

Collision Detection is often used in games. General game engines also carry their own collision detection classes, but sometimes they are not flexible. At this time, we hope we can customize some collision detection classes. Top Tong... Import Android. Graphics. rect; Public class collisionutil { /** * The rectangle co

ISO14443 Type B Card anti-collision process and command parsing

First, Introduction This post describes the PCD (Proximity coupling Device) using the iso14443-3 Type B protocol to detect the matching PICC (Polling for Proximity Cards) command and anti-collision process (Anticollision proccess). Second, Command 2.1REQBAndWUPB2.1.1 Overview The REQB command and the WUPB command are the commands that PCD uses to detect whether the PICC is in an infinite RF field (RF). Where the REQB command is

Box2d v2.1.0 user manual translation-Chapter 1 Collision Module)

Chapter 2 collision module 04th about The collision module contains the shape and operation Shape functions. This module also contains the dynamic tree and broad-phase to accelerate collision processing for large systems.4.2 shape (SHAPES) Shapes describe the geometric objects that can conflict with each other. They can be used independently without physical simu

Cocos2d-x Tutorials (35)-three-dimensional pickup ray-aabb collision detection algorithm

equivalent to the two overlapping boxes which are first traversed in front of the container, which is the equivalent of touching the one. Leave the above issues behind, back to figure 1-1. As shown in Figure 1-1, the final thing to do is to find the intersection of the Ray and the near plane and the far plane according to the touch point on the screen, so that we can get the ray we need. In Cocos2d-x 3.3beta0, Ray represents the Ray class, which contains the starting point and the direction

[Cson original] HTML5 game framework cngamejs development record (collision detection module)

Returned directory The collision check of this module is only limited to the detection of points and rectangles, (parallel) Rectangles and rectangles, points and circles, and circles. Therefore, this module is also very simple and can be directly combinedCodeLet's take a look: Point and rectangle: /*** Collision between points and rectangles**/This. Col_point_rect =Function(Pointx, pointy, rectobj ){R

Cocos2dx BASICS (27) -- simple Collision Detection

[Nagging] This section describes simple physical collision detection (non-box2d physical collision): collision detection between Rectangles and circles. [Simple collision detection] In some games, collision detection often occurs, such as whether the angry birds coll

Unity3d Collision Detection

usingUnityengine;usingSystem.Collections; Public classHitcheck:monobehaviour {///two objects can collide with the condition that two are all with collider and one of them is a rigid body. //Use this for initialization voidStart () {}//Update is called once per frame voidUpdate () {}/////////////////Trigger//////////////////// //just entering the trigger range. voidOntriggerenter (Collider other) {print ("Enter trigger range"); } //stays within the trigger range voidOntriggersta

From scratch android game programming (second edition) Chapter 7 genie, Frame Animation and Collision Detection

Chapter 7 genie, Frame Animation and Collision Detection After learning from the previous chapters, you should have a preliminary concept of using bitmap and accepting user control. You can also use this knowledge to complete simple mini games. In this chapter, we will establish a basic framework for the most important part of the game-graphics processing, which is not yet a game engine, however, many of these methods can be used as a reference for re

Detailed explanation of drag and drop action and collision action

final effect of scripting is as shown below7, hehe, can't wait to test your results? OK, press CTRL + ENTER to test it!Well, on the drag-and-drop explanation first here, let's learn how to combine drag and drop action to detect collisions between objects! Do not walk away oh. Download the source file for this exampleIii. explanation of the collision commandCommand format: an instance of the target movie clip. HitTest (dragged instance) This is a rela

iOS Development expanded Chapter-uidynamic (Gravity Behavior + collision detection)

iOS Development expanded Chapter-uidynamic (Gravity Behavior + collision detection)First, gravity behaviorDescription: Given gravity direction, acceleration, let the object fall toward the gravity direction1. Methods(1) Initialization of Uigravitybehavior-(Instancetype) Initwithitems: (Nsarray *) items;Item parameter: A physical simulation element is stored inside(2) Common methods of Uigravitybehavior-(void) AddItem: (ID Add 1 physical emulation elem

Some details of the collision detection of IOS game templates

We put physical bodies that need to detect collisions (we call this physical body xx) Xx.physicsbody=skphysicsbody (Rectangleofsize:cgsize (x:100,y:100)) Then set an identifier for the physical body (Bitmasktype is a new class of its own) Xx.physicsbody? categorybitmask=bitmasktype.xx Finally set the physics that will collide (such as the response to the event with YY) Xx.physicsbody? Contacttestbitmask=bitmasktype.yy Finally add code Func didbegincontact (contact:skphysicscontact) { pri

The realization of rectangle rotating collision and obb direction bounding box algorithm

How to perform collision detection on a 2D rotating rectangle, you can use a detection algorithm called OBB (oriented bounding box) to enclose the box in the direction. The algorithm is based on the SAT (separating axis theorem) separation axis law. The OBB is not just a collision detection of a rectangle, but an algorithm model. Simply explain the concept, bounding box and separation axis law. Bounding box

Quadtree Optimized Collision Detection

In-game collision detection is divided into two stages: broad phase and narrow phase. The next thing to introduce is broad phase. At this stage of broad phase, our main task is to screen objects and filter out the objects that are most likely to collide . Imagine that there are N objects on the screen, and if we have collision detection for every two objects, then the complexity of the time is n^2. But in f

Cocos2d-x collision monitoring (sprite and wall)

First paste a picture: (in the lower left corner of the genie, the discord in the middle is the so-called wall, and the white font is the menu. Is it ugly ..) When the genie moves, if it hits a wall or something else we don't want it to be, we have to stop it .. This is the so-called collision .. In essence, it is an algorithm problem .. I will post my code first and explain it again .. typedef enum{PASS=0,MAPLIMIT=1,WALL=2}COLLISIONTYPE; typedef en

Hash-how to solve PHP hash function collision

Recently, I want to use the Hash function to generate a unique value based on a string, but I cannot find a useful Hash function. The value generated by Hash functions such as MD5 and SHA built in PHP is too long, I can't use it. I want to intercept it. In this way, I am worried that a hash collision will occur. I 'd like to evaluate what hash is used by high people... recently, I want to use the Hash function to generate a unique value based on a str

[Unity3D] Collision Detection for Unity3D Game Development

Hello, everyone. Welcome to the Unity3D Game Development Series articles that I bring to you. My blog address is http://blog.csdn.net/qinyuanpei. Today, let's learn a very important concept in Unity3D: collision. Why is collision important? Because the game is full of collisions all the time, in flight games, we need to determine whether the shells hit the enemy. In RPG games, we need to determine whether t

[Cson original] Collision Detection on rotating rectangles

You can find many methods for rotating rectangular Collision Detection on the Internet.ArticleThis collision detection was analyzed: the OBB collision detection. This article is mainly to add some of its own analysis of the details, combined with some other information on the Internet on the rotating rectangular collision

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