Now when polygons collide, they get moved by the overlap to ensure that
they don't get stuck in the following frames, it works very well and Carza is happy :))))))
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@ -6,8 +6,9 @@
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struct collision {
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bool collides = false;
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vec2d n; // minimum push vector
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vec2d n;
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vec2d impact_point;
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vec2d overlap; // minimum push vector
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};
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extern collision collides(polygon& p, polygon& q);
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