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It kinda depends on what you're making. If you're making a game about physics, you could conceivably write your own physics engine, however I do not recommend it. There are many 2D and 3D physics engines already out there that you can use that will save you months of work. My first time using Box2d was intimidating, and I'll admit it has a fair learning ...


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This is what I use to check collision between circle / rectangle. Note that this doesn't do continuous collision detection. Which means that if both of the shapes are unproportionally small or the objects are colliding with really high speeds (because you have too low fps and you use Delta Time to calculate the velocity for example), then the collision ...



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