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May 23, 2017 at 12:37 history edited CommunityBot
replaced http://stackoverflow.com/ with https://stackoverflow.com/
Nov 17, 2015 at 16:04 history tweeted twitter.com/StackGameDev/status/666648039872942082
Oct 13, 2015 at 22:45 answer added Majte timeline score: 1
Jul 15, 2015 at 16:43 answer added user68412 timeline score: 1
Jul 15, 2015 at 16:08 history edited Someone CC BY-SA 3.0
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Jul 14, 2015 at 22:51 history edited Someone CC BY-SA 3.0
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Jul 14, 2015 at 18:33 comment added Someone The top response from that site brushes over the process with this statement here: 'Step 2: Divide each polygon along the line connecting these points. The half of the polygon that faces the other polygon along the motion vector is the "forward hull". This is the only part of the polygon that can possibly collide.' Again, how would you determine what vertices were on said 'forward hull'?
Jul 14, 2015 at 15:22 comment added Alan Wolfe This question and answers look relevant: gamedev.stackexchange.com/questions/16827/…
Jul 14, 2015 at 15:00 comment added Someone Rectangles would definitely be an edge case with that method.
Jul 14, 2015 at 3:04 comment added Alan Wolfe I'd like to hear the right answer to this too but if there isn't a good solution, you could always do reflection as if they were two spheres colliding. It wouldnt be great for objects that were a lot longer or shorter on a single axis, and it isn't very physically accurate at all, but it definitely could be good enough in certain circumstances. It also is pretty quick to calculate!
Jul 13, 2015 at 23:52 review First posts
Jul 14, 2015 at 6:26
Jul 13, 2015 at 23:49 history asked Someone CC BY-SA 3.0