Practical Summary: Changed the way the bounding boxes are rendered it also displays the before and after box-resizing (red ones) I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D

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I was enlighten this morning when I was reading through Christer Ericson's book "Real Time I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D

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  • I was enlighten this morning when I was reading through Christer Ericson's book "Real Time
  • I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D
  • Changed the way the bounding boxes are rendered it also displays the before and after box-resizing (red ones)

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OBB collision (fixed)

OBB collision (fixed)

I was enlighten this morning when I was reading through Christer Ericson's book "Real Time

OBB Collision

OBB Collision

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AABB VS OBB

AABB VS OBB

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OBB Collision4

OBB Collision4

Changed the way the bounding boxes are rendered it also displays the before and after box-resizing (red ones)

OBB vs OBB collision

OBB vs OBB collision

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How 2D Game Collision Works (Separating Axis Theorem)

How 2D Game Collision Works (Separating Axis Theorem)

I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D

My OBB-OBB Collision detection and resolution implementation

My OBB-OBB Collision detection and resolution implementation

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AABB vs SAT - 2D Collision Detection

AABB vs SAT - 2D Collision Detection

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Collision Detection (An Overview) (UPDATED!)

Collision Detection (An Overview) (UPDATED!)

TABLE OF CONTENTS: (0:00) Intro (0:43) Broad vs Narrow Phase (1:31)

Test Run 1 - OBB Collision Detection and Resolution in Realistic Engine

Test Run 1 - OBB Collision Detection and Resolution in Realistic Engine

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