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All the Perl that's Practical to Extract and Report
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Pretty straightforward calculation (Score:1)
This is a pretty common problem typical of interactive 2d applications (a.k.a video games).
A good algorithm is really straightforward.
Search for AABB (Axis-aligned bounding box) and OBB (Oriented bounding box) collision tests.
Depending on the number of tests you need to do, speed may or may not be an issue. You can speed-up the solve time by testing in the following order:
1. Do two BSs (bounding sphere) overlap?
2. Now, do the AABBs overlap?
3. Finally, do the OBBs overlap?
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Re: (Score:1)
Your comments gave me much to search for and read about.
Looks like the AABB is painless and the OBB is painful.