https://www.vylocity.com/ide/Phat/CircleCollisionsMost collision detection in computer games is done using the AABB technique: very simply, if two rectangles intersect, then a collision has occurred. It's fast, efficient, and incredibly effective – for rectangular objects. But what if we wanted to smash circles together? How do we calculate the collision point, and where do the objects go after? It's not as hard as you might think...
Most collision detection in computer games is done using the AABB technique: very simply, if two rectangles intersect, then a collision has occurred. It's fast, efficient, and incredibly effective – for rectangular objects. But what if we wanted to smash circles together? How do we calculate the collision point, and where do the objects go after? It's not as hard as you might think...