AABB to AABB collision time function

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It would probably be easier to use spheres, then I think you would just need to check to find the closest point along their vectors and check the distance between to see if it was under their combined radii.

Checking via spheres would allow for a very fast check which could then be supplemented with 'AABB rectangle collision checking'.

Here is an example of this approach...



Hope this helps, let me know how you get on as I will probably need the BlitzMax solution for this shortly? ;0)