I am trying my hand at game physics. I understand that the basic way to pull back a sphere when it collided is to negate the penetration distance: // If collided... // `distance`: distance form ...
I'm implementing my own algorithm for sphere and cube collision response. So far I'm able to only test if both of them overlap. My problem is: A cube is rotating around its axes i.e x and z axes. And ...
I'm working on AABB - AABB collision response and I'm having trouble figuring one part out. My situation is as follows (see image). I have a player AABB (blue) and an object which collides (brown). ...
I've implemented simple 3D game physics engine. I already have decent collision detection in place, now I'm trying to figure out the collision response part. I'm using impulse based method to ...