2D Collision, Physics, Rigid body dynamics

BlitzMax Forums/BlitzMax Programming/2D Collision, Physics, Rigid body dynamics

Nice find, very simple & straight forward. I have always coded my collision code for SAT impulse based response. Obviously his example code is for box>box collisions only but we could easily add in circle>box & circle>circle. I don't think you would need much more than that in a 2d game. Although arguably polygonal collision checks could be helpful. In any case all of these alogarithms are available for the SAT approach. The only really tricky part would be programming the response.

I think it would be the most beneficial to create a simple base of code to start from, maybe with just one type of body and minimal collision response, and then work from there. Create something to get people interested, and actually start using the code in test projects. I think if we can do this then we will start to many contributions.

I'm excited, physics make programming fun.