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gracicot

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  1. Ok, I tried the Nyssa advice and I got pretty random things... Sometimes it's ok and the collision is doing great, but sometimes my object just got at the opposite side of the other. It seems that my minimum overlap and angle are false... Il try the I0k0 solution and integrate it into my classes.
  2. Hi there,   I am currently writing a little engine from scratch but I have currently trouble implementing the SAT collision algorithm. I'm able to detect collision with stunning precision but unfortunately, I can't get the right collision response. Sometimes the object bounce, but sometime the object is shallowed inside the other one and moving inside very quickly. It's been around a week I try to figuring out what's the problem and it's get worse over time. Here's a sample of my code:   The collision detection: Vector2 Polygon::projection(double angle) const { Vector2 axis = {cos(angle), sin(angle)}; Vector2 result_projection; Vector2 current; std::list<Vector2>::const_iterator verticle = _vertex.begin(); current = *verticle; current.setAngle(_angle + current.getAngle()); result_projection.x = axis.dot(current + _position); result_projection.y = result_projection.x; for(verticle++ ; verticle != _vertex.end() ; verticle++) { current = *verticle; current.setAngle(_angle + current.getAngle()); double p = axis.dot(current + _position); if(p < result_projection.x) { result_projection.x = p; } else if(p > result_projection.y) { result_projection.y = p; } } return result_projection; } Vector2 Polygon::overlap(const SAT_able& other) const { Vector2 overlap; overlap.setLenght(std::numeric_limits< double >().max()); for(double angle : getAngles()) { Vector2 projectionThis = this->projection(angle); Vector2 projectionOther = other.projection(angle); if(projectionThis.x < projectionOther.x && projectionThis.y > projectionOther.x && projectionThis.y < projectionOther.y) { if(overlap.getLenght() > projectionThis.y - projectionOther.x) { overlap = {projectionThis.y - projectionOther.x, 0}; overlap.setAngle(angle); } } else if(projectionThis.x > projectionOther.x && projectionThis.y < projectionOther.y) { if(overlap.getLenght() > projectionThis.y - projectionThis.x) { overlap = {projectionThis.y - projectionThis.x, 0}; overlap.setAngle(angle); } } else if(projectionThis.x > projectionOther.x && projectionThis.x < projectionOther.y && projectionThis.y > projectionOther.y) { if(overlap.getLenght() > projectionOther.y - projectionThis.x) { overlap = {projectionOther.y - projectionThis.x, 0}; overlap.setAngle(angle); } } else if(projectionThis.x < projectionOther.x && projectionThis.y > projectionOther.y) { if(overlap.getLenght() > projectionOther.y - projectionOther.x) { overlap = {projectionOther.y - projectionOther.x}; overlap.setAngle(angle); } } else { return Vector2(0,0); } } return overlap; } std::vector< double > Polygon::getAngles() const { std::vector<double> angles; Vector2 previous = *_vertex.rbegin(); previous.setAngle(_angle + previous.getAngle()); for(Vector2 current : _vertex) { current.setAngle(_angle + current.getAngle()); angles.push_back((previous - current).getAngle() - (pi / 2)); previous = current; } return angles; }         The reponse code: Vector2 nearest = sat->distance; point->setPulse("collision", nearest * point->getMass()); EventManager::triggerEvent("collision", new CollisionEventArgs(*sat, *point)) If you want to see more of my code check the projection on github: https://github.com/gracicot/subgine   EDIT: added more code