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I thought this would be an interesting challenge to test some of the math I learned in school, so here's what I figured out. This approach assumes each object can be considered a circle for collision purposes. Naturally a car isn't a perfect circle, but it could be used as an approximation. You could use more circles to fill the area of the car better if ...


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You could approach the issue by evaluating delta position each frame and check if by moving another delta the collision would trigger. prevPos = pos; pos = newPos; deltaPos = prevpos - pos if(EnterCollision(pos+deltaPos)) //do stuff


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The basic idea is that you extend your car's collision box, based on the current velocity of the car. If this extension collides with a car or with car's extension box, you can assume that there will be a collision, so you must have the car that is the most 'behind' to avoid the collision. There seem to be a nice article here. They use vectors, but you'd ...


1

I was misunderstanding the way vectors in SpriteKit are represented. The solution I used was: dx = (size.width / 2 - ball.position.x) * vel dy = (size.height / 2 - ball.position.y) * vel



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