In my 2D physics engine, I can detect AABB vs AABB collisions, and resolve them by finding the shortest penetration vector and adding it to the AABB's position. Doing this "pushes" the first AABB ...
It seems a lot of people have asked similar questions on this site, and every time it seems like a whole bunch of answers that don't work are given. Basically, I have two rectangles (AABBs) that ...
I'm looking into making a 2D motocross bike game with plausible physics. It should look like this: For a first try, I've created only the player (a motocross driver) and the map (consisting of ...
I know this is a very typical problem and that there area a lot of similar questions, but I have been looking for a while and I have not found anything that fits what I want. I am developing a 2D ...
I was following codezealot's tutorial on SAT and MTV and trying to implement it myself but I've come a cropper when it comes to getting the correct MTV. Here is my example: (Cue pretty pictures...) ...
A bit about the physics engine: Bodies are all rectangles. Bodies are sorted at the beginning of every update loop based on the body-in-motion's horizontal and vertical velocity (to avoid sticky ...