Main Takeaway: I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D I was enlighten this morning when I was reading through Christer Ericson's book "Real Time

Rigidbody Collision Detection Obb -

I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D I was enlighten this morning when I was reading through Christer Ericson's book "Real Time

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  • I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D
  • I was enlighten this morning when I was reading through Christer Ericson's book "Real Time

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How 2D Game Collision Works (Separating Axis Theorem)
AABB VS OBB
Detecting collision for the rigid body simulator
Game Dev: Collision Detection - SAT
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Rigidbody collision detection (OBB)

Rigidbody collision detection (OBB)

Read more details and related context about Rigidbody collision detection (OBB).

Collision Detection (An Overview) (UPDATED!)

Collision Detection (An Overview) (UPDATED!)

Read more details and related context about Collision Detection (An Overview) (UPDATED!).

AABB vs SAT - 2D Collision Detection

AABB vs SAT - 2D Collision Detection

Read more details and related context about AABB vs SAT - 2D Collision Detection.

C++ : Simple Oriented Bounding Box OBB collision detection explaining

C++ : Simple Oriented Bounding Box OBB collision detection explaining

Read more details and related context about C++ : Simple Oriented Bounding Box OBB collision detection explaining.

Rigid Body Dynamics - OBB vsOBBContact Surface Calculations

Rigid Body Dynamics - OBB vsOBBContact Surface Calculations

Read more details and related context about Rigid Body Dynamics - OBB vsOBBContact Surface Calculations.

OBB collision (fixed)

OBB collision (fixed)

I was enlighten this morning when I was reading through Christer Ericson's book "Real Time

How 2D Game Collision Works (Separating Axis Theorem)

How 2D Game Collision Works (Separating Axis Theorem)

I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D

AABB VS OBB

AABB VS OBB

Read more details and related context about AABB VS OBB.

Detecting collision for the rigid body simulator

Detecting collision for the rigid body simulator

All the dices are still using the same lame "push above ground"

Game Dev: Collision Detection - SAT

Game Dev: Collision Detection - SAT

Read more details and related context about Game Dev: Collision Detection - SAT.