Sliding Response after a Point-Square Collision
Posted
by mars
on Stack Overflow
See other posts from Stack Overflow
or by mars
Published on 2010-03-19T10:22:14Z
Indexed on
2010/03/20
1:21 UTC
Read the original article
Hit count: 267
collision-detection
|game-physics
In general terms and pseudo-code, what would be the best way to have a collision response of sliding along a wall if the wall is actually just a part of an entire square that a point is colliding into? The collision test method used is a test to see if the point lies in the square.
Should I divide the square into four lines and just calculate the shortest distance to the line and then move the point back that distance?If so, then how can I determine which edge of the square the point is closest to after collision?
© Stack Overflow or respective owner