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Mar 12, 2014 at 14:55 history closed Anko
Seth Battin
House
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Mar 10, 2014 at 23:41 review Close votes
Mar 12, 2014 at 15:00
Dec 15, 2012 at 14:17 comment added Anko So much code. I'd like to help, but I don't want to read all of that. Can you condense your problem?
Aug 17, 2012 at 13:40 comment added Mikael Högström I can't see any check of closing velocity which might give you a reported collision after you handled the first one, bouncing back making the first collision seem like it never happened and so on. Secondly, I've never done SAT in 2D but I would imagine that the test against vertices would be a separate test. Your current version of checking if you have a zero overlap in an axis seems a little unstable...
Aug 17, 2012 at 10:13 history edited X Y CC BY-SA 3.0
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Aug 14, 2012 at 10:40 comment added X Y thank you! i'll take a look and come back with any changes. Also, the first link doesn't seem to work
Aug 14, 2012 at 10:37 answer added Mikael Högström timeline score: 0
Aug 14, 2012 at 10:07 comment added Sidar gamedev.stackexchange.com/questions/30780/…
Aug 14, 2012 at 9:58 comment added Sidar Find the components first and then refelect it to your own needs. zonalandeducation.com/mstm/physics/mechanics/vectors/… . Sometimes a vector class contains a reflect method and does the calculations for you. perhaps this will help too gamedev.stackexchange.com/questions/13756/angle-of-reflection . You can basically check if the incoming vector is greater than a certain angle and snap it back and then perform the reflection.
Aug 14, 2012 at 9:33 history asked X Y CC BY-SA 3.0