I am trying to create a game with some interesting geometry. Literally all the geometry that is involved are the circles that move large distances per frame, and the edge of an iPhone X display, which I am going to approximate using the following shapes:
- It is worth noting that instead of the inside quarter eclipse one could do another "outside of AABB" and another "inside of quarter-circle"
Here's the problem: These collision detections are very niche and I can't find anyone doing them anywhere. In fact I can't even find the algorithm to collide these fast moving circles with the outside of an AABB let alone the inside of one. And no formulas for circle collisions allow for a quarter circle collision to be calculated. Everything needs to be hyper efficient so I think using Bézier curves/complex shapes is really not an option.
How do I develop or find the algorithms to do these types of collisions?
Have I perhaps overthought everything? Would Bézier or some other spline curve be easier here? I suppose I made a bit of an assumption that that would be expensive to calculate. But maybe is that the answer?
Keep in mind whatever I do needs to work for over 1 thousand entities to collide with this shape in real time.