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answered Sphere to plane collision never rearching resting contact
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comment Collision Resolution
@AntonChikin: Kodicek's collision resolution algorithm only takes three inputs: mass, velocity, and normal at the point of collision. Kodicek always calculates the normal at the point of collision when detecting collisions. He explains many different types of collision detection, including a box hitting another box. Just plug in that collision detection algorithm into the collision resolution algorithm. See chapters 8-10 of Kodicek's book for a full explanation. (Note rotational physics requires more math, which is also covered later in the book...)
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comment Efficient data packaging for a client-server network
@Gerstmann: Raknet is open source (once again): github.com/OculusVR/RakNet
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revised Efficient data packaging for a client-server network
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revised Tips for writing the main game loop?
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revised Resolving a collision with forces
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answered Resolving a collision with forces
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revised Resolving a collision with forces
better explanation for objects resting on other objects
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revised Resolving a collision with forces
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