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I have been looking for the advantages and disadvantages of both overlap testing and intersection testing, but I was only able to find a few disadvantages; overlap testing may fail for objects moving very fast, and intersection testing makes assumptions that may lead to wrong predictions, such as a constant speed and zero accelerations.

What are the advantages and disadvantages of overlap testing and intersection testing?

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  • \$\begingroup\$ Aren't they the same thing? If not, can you describe the difference? \$\endgroup\$ – JPtheK9 May 20 '15 at 17:52
  • \$\begingroup\$ no they are two different techniques. overlap testing detects a collision when it has already occurred whereas intersection testing looks ahead and predicts a collision before it happens. \$\endgroup\$ – Yiannis May 20 '15 at 23:24
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Overlap: +Low cpu cost +Easy to implement -Doesn't work if objects have a too high velocity, are too small, or if the default fps is too low. Basically, bullet physics aren't supported at high velocity

In most cases, this is what you should go for.

Intersection: +Allows bullet physics, even at crazy velocities +Looks prettier in general, because of the fundamental difference in the order in which it moves and calculates collision -Higher cpu cost (not too significant in general) -Harder too implement, you will need some stuff you learned back at physics class

If you are making a physics engine, a virtual simulation of the universe, or just a fps this technique is great.

Conclusion: Use the former technique for general collision between normal objects, and the latter for precise collision

Hope this helps you out

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