Hi
Well, you can apply the 'axis separating theorem' to a 'multi
collision (just test all potential colliding objects). As a result
you get the penetration depth as a vector, which you could sum up to
get a general direction to move you object (in Murmel I did this,
IIRC). But probably you know that already.
~DR0ID
Michael George schrieb:
Thanks for the pointer. That looks like good stuff and I haven't
come across it before. I don't think it will apply to my game
because of the common case where there's a cluster of objects that
you need to respond to, but I will definitely read it through in
more detail.
--Mike
DR0ID wrote:
Hi
here is a good tutorial about 2d collision (probably you already
know): http://www.harveycartel.org/metanet/tutorials.html