   XNA Breakout Collision Bug
  I'm having an issue with collision detection in my breakout clone.  When  colliding with either the brick or paddle perpendicularly (the play  area is top-to-bottom, so coming in from the left or right) the ball  will pass through the brick or paddle and rapidly register  collisions.  I don't have an idea as to what it could possibly be, any suggestions would be most appreciated.  The code for collision testing is here:  http://pastebin.com/nhXkqaRuThank you in advance.   
  Could you clarify what exactly you're trying to do with that bit of code? It looks like your just checking if the ball overlaps a brick, and then change the Y-axis velocity.What does Intersects() do internally? does it report where the ball hit a rectangle?   ;Could you clarify what exactly you're trying to do with that bit of code? It looks like your just checking if the ball overlaps a brick, and then change the Y-axis velocity.Yes, that is exactly what is happening.  The problem I'm having is I'm unable to figure out how to determine if the ball is coming in from the side, rather than the top.What does Intersects() do internally? does it report where the ball hit a rectangle?The intersects method returns a boolean value checking if two rectangles are overlapping, it's a member of the XNA rectangle class: http://msdn.microsoft.com/en-us/library/bb464123.aspx   ;Yes, that is exactly what is happening.  The problem I'm having is I'm unable to figure out how to determine if the ball is coming in from the side, rather than the top.try thinking of each quad as for corners.float x1;float y1;float x2;float y2;Then thing how those corners would be positioned if a quad hits another on one of it's sides. a small hint, if a quad hit on it left side, then both x's will be to the right of the x1.   ;try thinking of each quad as for corners.float x1;float y1;float x2;float y2;Then thing how those corners would be positioned if a quad hits another on one of it's sides. a small hint, if a quad hit on it left side, then both x's will be to the right of the x1.That helped immensely.  The solution I came up with:  http://pastebin.com/GH0eGJNHIt checks to see if the ball is hitting it on a plane equal to its Y, and acts accordingly.   