13 years, 7 months ago
Highlights
13 years, 7 months ago
SAT is pretty fast for boxes, and also correct in all cases. You could have an intersection in which no corners were inside the other box. There isn't really a contact point but…
13 years, 7 months ago
Basically, its the same project I'm working on, 2D driving game. I have 2 (or more, but 2 for now) vehicles using rigid body based physics, all in 2D. right now there are no oth…
13 years, 8 months ago
This should be simple, but for some reasons I am having trouble coming up with a solution. Essentially I have a structure which contains 2 2D vectors (coordinate and size). I ha…
13 years, 9 months ago
Basically what I want to do is implement some basic tractor trailer physics using rigid bodies. Right now I have rigid body physics that look decent (good enough for me right no…
13 years, 10 months ago
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See all in DiscussionsSAT is pretty fast for boxes, and also correct in all cases. You could have an intersection in which no …
13 years, 7 months ago
Use the separating axis theorem (SAT). If the collision shapes are oriented bounding boxes you have only four axes to …
13 years, 7 months ago
If I understand what you are saying, you can detect a collision but you don't know how big the overlap …
13 years, 7 months ago