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 ...
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. ...
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 ...