Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • Home
  • SEARCH
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 497657
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 13, 20262026-05-13T05:48:09+00:00 2026-05-13T05:48:09+00:00

I’m implementing a small game and am having trouble getting the physics working properly.

  • 0

I’m implementing a small game and am having trouble getting the physics working properly.
In this game, there is one ball (a circle which moves from frame to frame, and may change radius) and several walls (line segments which also change and move from frame to frame). I can detect collisions properly, and making the ball bounce off in the correct direction is no problem.

Difficulties arise in situations where the ball intersects a line in one frame, then intersects it again in the subsequent frame, causing a double bounce. I could move the ball back along the normal of the line until it is in a valid position, but this causes really weird behaviour when the line in question is being hit along its axis (imagine a ping pong ball falling down on an upright toothpick and suddenly shifting aside so that it is on one side of the toothpick…). There are also a few issues when the ball intersects more than one line in a given frame (imagine four lines together making a rectangle and the ball intersecting the corner of said rectangle) — which direction should it bounce off? In which direction should it shift?

I don’t really have a specific question, but am looking for tips or some useful tutorials. All the 2D ones I’ve managed to find so far only cover rectangle intersections.

I’m using XNA if it makes any difference.

Thanks,
Cameron

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-13T05:48:09+00:00Added an answer on May 13, 2026 at 5:48 am

    This is an universal problem with most physics libraries. If you google for “penetration depth” (together with “physics”, I suggest, or you might find something entirely different :D) you will find that even these libraries use tricks like yours.

    There are two solutions to this:

    The cheap one is to increase your update frequency. Move objects in 10 smaller steps instead of a single big one and you will have less penetration, so fixing it by offsetting the ball away from the wall will be less visible.

    The expensive one is continuous collision detection. There are algorithms that can tell you, given a moving and a stationary object, the exact point in time both will will intersect. Google “swept sphere rectangle intersection” to find some of these.

    You can then update like this: ball needs to move by 1.0 units. Check for collision. Collision occurs after 0.25 units, so move ball by 0.25 units, calculate reflection vector (so the ball bounces off the wall), repeat collision check with remaining 0.75 units (until you know the final position of the ball). This avoids penetrations entirely and even if your ball is moving so fast that it would normally skip over the wall in a single update, the collision will be detected.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Ask A Question

Stats

  • Questions 296k
  • Answers 296k
  • Best Answers 0
  • User 1
  • Popular
  • Answers
  • Editorial Team

    How to approach applying for a job at a company ...

    • 7 Answers
  • Editorial Team

    What is a programmer’s life like?

    • 5 Answers
  • Editorial Team

    How to handle personal stress caused by utterly incompetent and ...

    • 5 Answers
  • Editorial Team
    Editorial Team added an answer The answer is to use modal userforms for progress bars… May 13, 2026 at 7:02 pm
  • Editorial Team
    Editorial Team added an answer You need to do one of two things. 1) Add… May 13, 2026 at 7:02 pm
  • Editorial Team
    Editorial Team added an answer MySQLdb is the CPython MySQL library, so it won't work… May 13, 2026 at 7:02 pm

Related Questions

I'm trying to decode HTML entries from here NYTimes.com and I cannot figure out
I want use html5's new tag to play a wav file (currently only supported
I ran into a problem. Wrote the following code snippet: teksti = teksti.Trim() teksti
I've got a string that has curly quotes in it. I'd like to replace
In order to apply a triggered animation to all ToolTip s in my app,

Trending Tags

analytics british company computer developers django employee employer english facebook french google interview javascript language life php programmer programs salary

Top Members

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.