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How to calculate faces involved in collision (Separating Axis Theorem)
I have a game engine created in javascript (https://jsfiddle.net/4gqsq8wf/) which uses collision detection via the Separating Axis Theorem. Currently, it does not have any means of resolving velocity ...
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Separation of axis theorem implementation at normals
This might be more of a math question, but it relates to the development of a simple physics engine I am trying to create.
I have been stumped on this for about a week now, and have been unable to ...
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Problems about oriented bounding boxes collision detection
I get a question for the following code which detects if two OOBs collide by SAT. The OBBs struct is also listed below.
struct OBB {
Point c; // OBB center point
Vector u[3]; // Local x-, y-, and ...
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Implementing Separating Axis Theorem to Detect and Handle Sliding Collisions
I am having a bit of difficulty detecting collisions properly with separating axis theorem. My code seems to be giving a lot of false alarms. Also, I've looked into implementing sliding collisions ...
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Collision detection 3d rectangles using SAT
This question builds on a previous post asked by griffinHeart nov 2012. See link below.
How many and which axes to use for 3D OBB collision with SAT
Refering to the explanation/answer by Ken.
What ...
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Separating Axis Theorem contactNormal
I implemented the separating axes theorem as described in "Real time collision detection" by Ericson for my OBB vs OBB collision.
Got that working.
To continue with my collision response I need more ...
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Separating Axis Theorem Issue
I am trying to create a 2d top down shooter using DirectX 11 (Windows 8 Store) and I am trying to implement OOBB collision using the Separating Axis Theorem.
However I appear to have run into an ...