Original Post
Hi, I finally got my collision detection to work properly. It is based on the wonderful paper General Collision Detection for Games Using Ellipsoids by Paul Nettle. I'm having some troubles with collision responce, however. Whenever a collision is detected, the colliding object is moved to the point of collision and the residue velocity vector is projected on the collision plane. This sounds great in theory, but in practice I'm encountering things like the colliding object (a character) falling through surfaces (gravity is applied). The first thing to fight this problem was to offset the colliding object for a small ammount from the point of collision in the direction of the collision plane normal. It wont help quite enough. Also, I'm checking collisions with the velocity vector until its magnitude reaches a preset threshold value or the number of collisions exceed a certain limit. High gravity causes fallthroughs more frequently. Also somehow sliding down a plane is sticky and not good at all. So, after this longish explanation I hope that if someone has experience with this kind of errnous behaviour, please throw some ideas.