I’m using the SAT and the minimum translation vector from it to detect and handle collision in my 2D game. It works great for regular speeds, (i.e. when the speed is low enough so that an object doesn’t pass through a wall from one frame to another) but for high speed cases, I’m not sure how to handle it using the SAT.


  • \$\begingroup\$ This is a common problem called "tunneling" - it's usually solved by either increasing collider sizes, capping a max speed, reducing the duration of the physics step, or using "swept" tests / "continuous collision detection" methods which can be more costly.You can find more about all of these approaches in existing Q&A here. \$\endgroup\$ – DMGregory Nov 22 '19 at 8:00

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