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. ...
During collisions I find the penetration vector of the colliding entities (using SAT). Should I add it to the position of entityA, of entityB, or to both?
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 ...