# 2D Collision detection: rewinding to moment of first intersection

I am working on a collision system in a Platformer tile-based game. All tiles are AABB.

I am trying to implement "Rewind to Moment of First Intersection" mentioned in this post's second point.

The following case is to be considered:

Without vectors for clarity:

With vectors:

I am trying to find the vector $$\\vec{w}\$$, which is the vector $$\\color{red}{\vec{v}}\$$ multiplied by a factor $$\f \in (0, 1) \$$. All other vectors are known.

$$\\color{red}{\vec{v}}\$$ represents the reversed movement (or velocity) vector between current and previous frame, whereas $$\\vec{w}\$$ represents $$\\color{red}{\vec{v}}\$$ scaled in such a way, that translating the player object over $$\\vec w\$$ leaves the player in the moment of first intersection.

$$\\color{green}{\vec{a}, \vec{b}}, \color{blue}{\vec{c}, \vec{d}}\$$ represent the penetration depths of colliding objects on corresponding horizontal/vertical axises.

Tiles' width and height is also known.

Assuming that tiles are AABB, strictly-aligned, immovable and all share the same width/height - how do I find the vector $$\\vec{w}\$$?

Seeing pseudocode would be awesome.

I am also having surprisingly hard time finding any collision solving learning materials that would suit my needs; if anyone knows such materials, I would be thankful for sharing.

• Would you change the problem space here, in that you know that the next frame the current velocity will cause a collision, could you solve this by calculating the velocity to just touch, rather than trying to test back tracking. You have an AABB so you have 4 points, which you could do a ray cast from each corner in the direction of your velocity. I believe this thread might help -> gamedev.stackexchange.com/questions/18436/… . Just a thought. Jan 2 '20 at 22:45