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 :))))))
This commit is contained in:
Karma Riuk
2023-05-19 15:24:11 +02:00
parent 92e51a96be
commit a424fec9a9
5 changed files with 94 additions and 102 deletions

View File

@ -6,8 +6,9 @@
struct collision {
bool collides = false;
vec2d n; // minimum push vector
vec2d n;
vec2d impact_point;
vec2d overlap; // minimum push vector
};
extern collision collides(polygon& p, polygon& q);