When OBB’s Collide!

Quick, somebody cover When Worlds Collide for me (by Powerman 5000 for those that just plain aren’t cool). As mentioned in the previous post today we’re going to be discussing OBB’s (Orientated Bounding Boxes) and how to tell if two of them collide or not. Luckily for us I was able to come across a [...]


Bit of an Intermission and some General Discussion

Well real life has been calling here lately which has slowed things down a bit, in addition I am now entering new territory in the coding (meaning collision detection) that I haven’t done before starting this blog. As such it takes a while longer for me to get to the next place in the code [...]


Bounding Boxes! Fun for the family!

Well this is the last bit of geometry that we need in our application. After this it’s all about navigation mesh generation (and as such don’t expect as often and as detailed of posts as it’s very uncharted territory for me). There was one surprise when implementing the bounding boxes and that was in the [...]