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The problem is with your RoomIntersects() function. If no corner of the new room is within the existing room, then your function will return false. What about when only the edge of the room overlaps and crosses completely across the existing room? In your picture. I would expect that the rooms beneath the overlapping rooms are the ones that were added after ...


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Overlap: +Low cpu cost +Easy to implement -Doesn't work if objects have a too high velocity, are too small, or if the default fps is too low. Basically, bullet physics aren't supported at high velocity In most cases, this is what you should go for. Intersection: +Allows bullet physics, even at crazy velocities +Looks prettier in general, because of the ...



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