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N Tutorial A - Collision Detection and Response table of contents SECTION 0: General Introduction SECTION 1: Separating Axis Theorem SECTION 2: Separating Axis Theorem for AABBs SECTION 3: Separating Axis Theorem for Circles SECTION 4: Separating Axis Theorem for Points SECTION 5: Fast-Moving Objects SECTION 6: Conclusion / Source Code FOOTNOTES APPENDIX A: Basic Geometry SECTION 0
If you enjoy this post, I recommend reading the update: A slight update on encoding… GitHub-link: https://github.com/SSODelta/MazeBouncing You can watch an example implementation in Flash of this algorithm at the following link: https://dl.dropboxusercontent.com/u/19633784/bouncing.html In this post, I’ll detail an algorithm for making balls collide with walls in an arena, like the following image
Few days ago, I wrote a post about why time based animations are better than frame based animations. However, in animations done as a function of time, some serious problems could arise. One of them is that your regular collision detection techniques might fail if the frame rate is lower than acceptable. Your object might pass through the walls or even fall through the floor! This problem occurs i
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