# Tagged Questions

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47 views

### Zero vector test in projection intersection test in SAT

I stumbled across this implementation for a projection intersection test to use in a SAT test: // aCorn and bCorn are arrays containing all corners (vertices) of the two OBBs private static bool ...
46 views

### Game Physics: Calculating a collision response using the Separating Axis Theorem?

I am working on a project in which I have implemented the Separating Axis Theorem to detect collisions between objects. My current collision response is an object that contains whether it is ...
85 views

### 2D Polygon Collision push direction with large polygons

I have a collision detection/resolution implementation that uses the Separating Axis Theorem. Detection and such works perfectly fine, as well as resolution for most objects/shapes in my game. ...
312 views

### Slopes vs. Rectangles: Different Collision Points

My platformer has both rectangular tiles and right-triangle slopes with rectangular hitboxes. My sprites are also rectangular. Collision with only rectangular tiles works well. Even if there are ...
244 views

### SAT - How to find Shortest line between two static convex 2D Polygons

I have a pretty standard SAT algorithm that seems to successfully be detecting collisions.. but now I am looking for some assistance in finding the Shortest line between 2 separated Polygons. I ...
304 views

### Separating Axis Theorem Issue

I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem. However I appear to have run into an ...
247 views

### Collision detection circle-segment-segment

I've already implemented collision detection in my game loosely following this tutorial, which works great, but I realized there's one major flaw. The player and the enemies are circles, while the ...
44 views

### Calculating contact points with SAT [duplicate]

after detecting collision between two convex shape by using separating axis theorem and calculating MTV, how can i calculate the contact points ?(for applying torque to the rigid body).
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### AABB SAT code detects collision wrongly [closed]

I've been having trouble getting my SAT code working using AABBs, and I've been trying to find a solution but, I'm scratching my head. For some reason, it detects collisions very wrongly, as shown by ...
115 views

### Robust “soft” platform collision using SAT

We'll start with the questions, then a pile of background: How do you rigorously and thoroughly define "soft collision" of the Mario-esque type (if I start above, or in a jump my feet apex above a "...
244 views

### SAT test for Triangle - convex hull

I'm having real trouble resolving this issue with triangle-convex hull SAT test intersection. The problem is as follows: Misses are detected accurately enough: Clear miss I have not found a ...
2k views

### Separate axis theorem applied to AABB misunderstood

I'm trying to implement a collision system for a 2D platformer using the SAT algorithm. For what i need, my implementation only handles AABB's, i followed the instructions given here. It works, there ...
751 views

### Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis ...
812 views

### How does the SAT collision detection algorithm work

There are a lot of tutorials and sample code available showing how to implement the SAT collision detection algorithm. But can someone explain, without math or code, what are the general principls ...
272 views

### 2D SAT How to find collision center or point or area?

I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. ...
711 views

### 2D SAT Collision Detection not working when using certain polygons (With example)

My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of ...