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Jan 16, 2019 at 12:31 comment added videogamechef Thanks a lot man! I was reading this nice book called "Game Physics engine development" and came across this problem. Had no idea why are we using 15 axes. Thanks a lot. Now I am confident enough to brag about it. ;D
Sep 15, 2015 at 10:46 comment added Ken @joeRocc For cuboids you are correct, just use the normals, because normals and edges are aligned, but for other shapes (e.g. tetrahedrons, other polyhedrons) the normals are not aligned with edges.
Sep 12, 2015 at 14:19 comment added user29049 Awesome explanation! And thanks for the pictures. As @Acegikmo notes, it's a bit confusing when you say "9 axes are made up of cross products of edges of A and edges of B", since we can just use the normals, rather than the edges. Thanks again :)
Nov 27, 2012 at 15:02 history edited Ken CC BY-SA 3.0
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Nov 26, 2012 at 20:16 history edited Ken CC BY-SA 3.0
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Nov 26, 2012 at 19:53 vote accept GriffinHeart
Nov 26, 2012 at 19:41 history edited Ken CC BY-SA 3.0
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Nov 26, 2012 at 19:25 history edited Ken CC BY-SA 3.0
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Nov 26, 2012 at 19:10 history edited Ken CC BY-SA 3.0
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Nov 26, 2012 at 19:00 history answered Ken CC BY-SA 3.0