Quote:
Originally Posted by Niteshifter
This depends on the function used for the collision detection. What i want to do is have 2 objects (a sphere as the moving object and a square as the static object) and then use 2D vector math to calculate if the end of the radius is equal to one of the two vectors, then check the other vector as so not to create an infinite plane where the square is.
After this, I will integrate the Y axis (which will be very easy to do).
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That's exactly what I'm doing! Using the distance functions, you can do this generally easily.
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