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4
votes
3answers
1k views

Finding the contact point with SAT

The Separating Axis Theorem (SAT) makes it simple to determine the Minimum Translation Vector, i.e., the shortest vector that can separate two colliding objects. However, what I need is the vector ...
4
votes
1answer
319 views

Collision Detection with SAT: False Collision for Diagonal Movement Towards Vertical Tile-Walls?

I'm developing my first tile-based 2D-game with Javascript. To learn the basics, I decided to write my own "game engine". I have successfully implemented collision detection using the separating axis ...
3
votes
1answer
347 views

SAT and then what?

I am on my way to make another Arkanoid game but this time I decided that I want it a little bit more realistic than just checking intersections between AABB and inverting one vector's component on ...
2
votes
1answer
114 views

2D SAT How to find collision center or point or area?

I've just implemented collision detection using SAT and this article as reference to my implementation. The detection is working as expected but I need to know where both rectangles are colliding. ...
1
vote
1answer
118 views

How does the SAT collision detection algorithm work

There are a lot of tutorials and sample code available showing how to implement the SAT collision detection algorithm. But can someone explain, without math or code, what are the general principls ...
1
vote
1answer
243 views

2D SAT Collision Detection not working when using certain polygons (With example)

My SAT algorithm falsely reports that collision is occurring when using certain polygons. I believe this happens when using a polygon that does not contain a right angle. Here is a simple diagram of ...
1
vote
0answers
36 views

Code problem with SAT Collision improvement [closed]

I'm developing a Zelda game with Java using the Slick2d library.I'm using the Separating Axis Theorem based algorithm for resolving collisions and it works pretty well. But as I use invisible polygon ...
0
votes
0answers
102 views

2D Convex Poly - Circle collision, SAT vs Distance to Segment

I'm doing a collision detection class based on SAT and now I'm not sure how is better to handle circle-poly collision I can go with SAT by projecting on all poly axis + nearest vertex or go with ...
-1
votes
0answers
56 views

2D Rigid Body isn't working properly, gravity and impulses with SAT collision detection [closed]

I'm working on a game that should in the end be running on a small device and therefore I'm tryging to make it as small as possible, will only use boxes acting under the law of physics. I'm not ...