

If you don't do something like that, your objects will hit bumps when sliding on the floor. I've been working on implementing SAT collision in my 3d game engine using LWJGL following this tutorial for 2d SAT collision.Since the tutorial is for 2d and I'm trying to do 3d collision, I nee. Im new to lwjgl and openGL and im wanting to know how to do collision detection in 3D, I have a 3D sorta world setup but i dont know how to detect collisions.

The collision code thinks the ball is a rectangular box, so the ball often collides with a brick even though the ball sprite itself isn't yet touching the brick.

Quote: bool AABBIntersect(const Vector& mina, // min vector of boxa const Vector& maxa, // max vector of boxa const Vector& minb, // min vector of boxb const Vector& maxb, // max vector of boxb Vector& ncoll, // normal of collision. Because the ball is a circle-like object, an AABB is probably not the best choice for the ball's collision shape. It contains well written, well thought and well explained computer science and programming articles, quizzes and practice/competitive programming/company. If your boxes intersect, the direction of the hit will be where the intersection along the X, Y, or Z axis are minimum. It is assumed that before reading this you have read our 3D collision detection introductory article first, and have basic knowledge about Three.js. For 3D boxes, you have 6 faces, so 6 potentential hit direction. This article shows how to implement collision detection between bounding boxes and spheres using the Three.js library.
