Original Post
I have started with the idea of detecting overlap between objects and calculate responses, but realized it is not a good idea to use examine moment to find collisions between intervals. Many resources are explaining triangle triangle collision without a speed/velocity vector around. I have found myself writing an edge edge collision function with speed, it seemed good way to find collision between triangles using this while a collision can be between vertex-triangle or edge-edge. Well, I havent mention the angular speed yet... Also my aabb, I have used just an AABB to define my player, but it was not easy to find triangle aabb collision and it was not well suited while translation was changing the size of the AABB... So I am confused, I want to find general solutions but get anxious if I am trying to do something overkill... Is there a way, or a good url to get general practices are being used in the scene to avoid "keep hitting a wall" :)