I am having trouble figuring when a given case that is often mentioned actually comes into being. In multiple GDC presentations, and in Eberly's Game Physics book SAT on moving objects it is also ...
I'm developing a Zelda game with Java using the Slick2d library.I'm using the Separating Axis Theorem based algorithm for resolving collisions and it works pretty well. But as I use invisible polygon ...
I'm doing a collision detection class based on SAT and now I'm not sure how is better to handle circle-poly collision I can go with SAT by projecting on all poly axis + nearest vertex or go with ...