   AABB - Sphere collisions
  Hi,I've been playing around with this a bit and Im at a bit of a loss. Ive got my sphere - box collision and response working but the sphere will slip between 2 boxes that are next to each other and stop. I want it to roll smoothly over the top of the boxes. Here is some code - Collision Detection[Source]bool BoundingBox::Intersects(BoundingSphere* checkSphere){Vector3f circleDistance;circleDistance.x = fabs(checkSphere->GetPosition().x - position.x);    circleDistance.y = fabs(checkSphere->GetPosition().y - position.y);    if (circleDistance.x > (dimensions.x * 0.5f + checkSphere->radius)) { return false; }    if (circleDistance.y > (dimensions.y * 0.5f + checkSphere->radius)) { return false; }    if (circleDistance.x <= (dimensions.x * 0.5f)) { return true; }if (circleDistance.y <= (dimensions.y * 0.5f)) { return true; }    float cornerDistance_sq = (circleDistance.x - dimensions.x * 0.5f) * (circleDistance.x - dimensions.x * 0.5f) +(circleDistance.y - dimensions.y * 0.5f) * (circleDistance.y - dimensions.y * 0.5f);    return (cornerDistance_sq <= (checkSphere->radius * checkSphere->radius));}[/Source]Collision response[Source]float damping = 0.3f;//Collision occured - check which direction to bounce inif ((pMarble->GetPosition().x > pWall->GetPosition().x + pWall->GetDimensions().x * 0.5f && pMarble->GetVelocity().x < 0) || (pMarble->GetPosition().x < pWall->GetPosition().x - pWall->GetDimensions().x * 0.5f && pMarble->GetVelocity().x > 0)){//Collision in x direction pMarble->GetPosition().x -= (pMarble->GetVelocity().x * stepTime);pMarble->GetVelocity().x = -pMarble->GetVelocity().x * damping;  }else if ((pMarble->GetPosition().y > pWall->GetPosition().y + pWall->GetDimensions().y * 0.5f && pMarble->GetVelocity().y < 0) || (pMarble->GetPosition().y < pWall->GetPosition().y - pWall->GetDimensions().y * 0.5f && pMarble->GetVelocity().y > 0)){//Collision in y directionpMarble->GetPosition().y -= (pMarble->GetVelocity().y * stepTime);pMarble->GetVelocity().y = -pMarble->GetVelocity().y * damping;}[/Source]Any help is much appreciated, thanks.   