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collision detection and response

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There is plenty of info available on the topic you are asking about. For intersecting OBBs, including velocities and points of intersection, check out Dave Eberly's book '3D Game Engine Design', and the code on his Magic Software site. For collision response, try the Baraff papers, the Hecker papers, Eberly's new physics book (which I haven't read yet), the book 'Physics for Game Developers', the source code to ode, the articles on this site, etc., etc.

Anyway, you may have some research ahead of you.

P.S. If you're looking for 'hacked' collision response like in Quake 1/2/3, try the Quake 2 source code. It's a little tricky to dig the relevant info out of the code, but it's there. It uses AABBs though, and OBBs will definitely add a level of complexity.

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