Timeline for How to calculate faces involved in collision (Separating Axis Theorem)
Current License: CC BY-SA 3.0
12 events
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| May 23, 2017 at 12:37 | history | edited | CommunityBot |
replaced http://stackoverflow.com/ with https://stackoverflow.com/
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| 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 |
edited title
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| Jul 14, 2015 at 22:51 | history | edited | Someone | CC BY-SA 3.0 |
added 29 characters in body
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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 |