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Collision detection - AABB  -> AABBAABB sliding collision response (sliding)

I have a lot ofmany objects with an AABBAABBs and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall sliding is, see: http://youtube.com/watch?v=aKqBG9PAMfothis video).

If I represent my player with an AABB I first check if there is any AABB - AABB collision which works fine but I want the same sliding effect with this AABB box. I worked out a little trick to find the normals of both faces that collide but only works when I'm moving in one axis so that shouldn't be how it's done.

Below you'll see my scene. You'll see cubes surrounded with an AABB with a small offset and my camera that is at the center of an AABB (red lines). http://img441.imageshack.us/img441/6547/scened.png

a scene with three cubes

How does one provide a good seamless AABB - AABB collision response algorithm that is not too hard to implement (like the one in the youtube video). I couldn't find anything useful on the web.

Collision detection - AABB  -> AABB collision response (sliding)

I have a lot of objects with an AABB and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall sliding is, see: http://youtube.com/watch?v=aKqBG9PAMfo).

If I represent my player with an AABB I first check if there is any AABB - AABB collision which works fine but I want the same sliding effect with this AABB box. I worked out a little trick to find the normals of both faces that collide but only works when I'm moving in one axis so that shouldn't be how it's done.

Below you'll see my scene. You'll see cubes surrounded with an AABB with a small offset and my camera that is at the center of an AABB (red lines). http://img441.imageshack.us/img441/6547/scened.png

How does one provide a good seamless AABB - AABB collision response algorithm that is not too hard to implement (like the one in the youtube video). I couldn't find anything useful on the web.

AABB-AABB sliding collision response

I have many objects with AABBs and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall sliding is, see this video).

If I represent my player with an AABB I first check if there is any AABB - AABB collision which works fine but I want the same sliding effect with this AABB box. I worked out a little trick to find the normals of both faces that collide but only works when I'm moving in one axis so that shouldn't be how it's done.

Below you'll see my scene. You'll see cubes surrounded with an AABB with a small offset and my camera that is at the center of an AABB (red lines).

a scene with three cubes

How does one provide a good seamless AABB - AABB collision response algorithm that is not too hard to implement (like the one in the youtube video). I couldn't find anything useful on the web.

1
source | link

Collision detection - AABB -> AABB collision response (sliding)

I have a lot of objects with an AABB and a player surrounded in an AABB. If I represent my player with a point everything works smooth with detection and wall sliding as a response (for example what wall sliding is, see: http://youtube.com/watch?v=aKqBG9PAMfo).

If I represent my player with an AABB I first check if there is any AABB - AABB collision which works fine but I want the same sliding effect with this AABB box. I worked out a little trick to find the normals of both faces that collide but only works when I'm moving in one axis so that shouldn't be how it's done.

Below you'll see my scene. You'll see cubes surrounded with an AABB with a small offset and my camera that is at the center of an AABB (red lines). http://img441.imageshack.us/img441/6547/scened.png

How does one provide a good seamless AABB - AABB collision response algorithm that is not too hard to implement (like the one in the youtube video). I couldn't find anything useful on the web.