# Apparent tunneling with issue bounding box collision detection

I'm working on a Break Out game remake and I'm getting a weird bounding box collision detection behavior.

It seems like the ball is going under the paddle even if the hit is on top. Weird enough the ball doesn't go through the paddle but instead crawls within its height and then it bounces off.

My collision detection code is as follows:

bool collision =
std::abs( m_x - actor.m_x ) * 2 < ( m_texture->Width() + actor.m_texture->Width() ) &&
std::abs( m_y - actor.m_y ) * 2 < ( m_texture->Height() + actor.m_texture->Height() );


This is the collision behavior I'm getting for some hits: