# Collision Response

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Hey, I've been using various resources from Gamedev and others to build a collision detection system for 2d space. In a nutshell I use AABB's and a grid to handle broad phase detection. However, I'm stuck on the next step and was hoping y'all could lend a hand. Specifically, I would like to find the point of intersection, depth of penetration, and normal for a collision between, say, two rectangles (I'll worry about other shapes later). I can't seem to find any resources which go into the nuts and bolts of this step, but I also can't figure it out myself. Can someone help me out? Thanks!

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These guys did a great job explaining how they implemented 2D colision in their game (called N):

http://www.harveycartel.org/metanet/tutorials.html

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Thanks a lot for the reply! I am actually using that article already but I find they don't go into the math for determining the collision normal, penetration, etc. I do recommend the article, though, for anyone who is just starting out on collision detection.

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I'm not an expert on the subject, but I thought that this website was a good reference.

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That looks really helpful, thanks a lot Greggles. I'll have to check that out!

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There is one thing mentioned in the first tutorial by N guys. When a object is pushed out of other object, it is moved to the direction that requires smallest displacement. Sometimes the direction can be wrong - this is also mentioned in this section of the first N tutorial.

What I'm interested in, is that is this common "incorrect" feature in physics engines that are used for games?

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