For shape like that, SAT is definitely the easiest way to go. The cross ensures, that you only have 2 things to test:
xmin - xmax as well as ymin - ymax. This then would show that they intersect on y but not on x thus they don't intersect.
Would suggest you look for deeper informations on SAT and especially how to implement. Should be too hard on math, only a little vector and vector projection math ... thats game programming base knowledge, so no problem :-)
xmin - xmax as well as ymin - ymax. This then would show that they intersect on y but not on x thus they don't intersect.
Would suggest you look for deeper informations on SAT and especially how to implement. Should be too hard on math, only a little vector and vector projection math ... thats game programming base knowledge, so no problem :-)