Okay, so this is a problem I've been trying to figure out for quite some time. Mine is a 2D platformer game with a world made up of (usually) immobile tiles and mobile sprites, both of which use AABBs ...
A object has a position and a speed vector. Usually only the position is used to check if two objects collide, this is problematic for very fast moving objects as it can happen that the object moves ...
I have a room with objects inside. Each object has it's own AABB. I know how to check for collisions between the objects with an AABB-AABB intersection. How do I calculate an appropriate collision ...
I know what an AABB is, but I don't know how you would check for collision with an object that is going really fast. If an object goes fast enough, it can skip over other bounding boxes without it ...
lately I have been trying to create a 2D platformer engine in C++ with Direct2D. The problem I am currently having is getting objects that are resting against each other to interact correctly after ...