Ok so I have my general understanding of K-Dops for collision detection. I understand how to calculate them. I also understand the super slow way of recalculating them. Example: I have a simple ...
This may be a long shot, but is there a small framework out there anywhere for testing custom bounding classes and other collision objects? (for example between rays, spheres and AABB's)
I'm making a simple platformer, and I wanted simple collision handling. So I gave all my objects an AABB hitbox and tried to resolve collisions. However, I can't get it to work. My main character has ...