   Collision Detection/Response for Racing game
  We''re getting close finishing up a 2d top-down racing game using directx. Now its time for the cars to bump and crash This kind of math isn''t really my strong point so I''m asking if anyone has made a similar game or have used any tutorials, libraries or similar that can help me implementing collisions in this kind of game. Generally its just rotated rectangles in the game needing collision at the moment.Any suggestions, links or help is appreciated. 
  Btw, I tried using Magic Software''s library but it wouldn''t compile together with my engine for some reason. ;  Your best bet would be to look up bounding boxes. There are loads of references kicking about and I''m sure I''ve seend a few on this site.The principle is that each object is given an invisible box. With it''s co-ordinates you can check for collisions. It''s a bit trickier than that as it involves rays and stuff, but still quite simple to impliment.Also, if your game is completely 2D. No jumps or hills to drive on, you''ll be able to get away with just making bounding rectangles. ;  Yeah I know the basic 2d bounding boxes and its already implemented for the GUI system but for the world I need bounding box tests that can detect collision of the boxes in any size and direction (rotated). This is just between cars, but I guess it can be used for car-wall too as long as there are rectangular walls. A link to something would be good.Also a proper response action need to be taken with respect to direction, mass and velocity. I''m not sure how to handle that either. So if someone did a similar game, help would be very appreciated!Note that I use Direct3D so rotating is made in hardware and not by changing bitmaps. ;  Do a search for "orientated" bounding boxes. This way the box rotates along with the object. Basically you store all the points of the box and then check for collisions.As for making good simulations of collisions then you''ll learn along with bounding boxes that all collision tests tend to be done with rays. You check to see if a point of a bounding box has collided with a surface between frames and then get the program to make a response. When your doing this check you can also make a note of which points collided, their velocity and angle and make your reaction based upon that data.I''m sorry I can''t point towards any links because I''ve never had to look it up before. I''m sure they are out their though as this is basic stuff thats used all over the place. ;  Okay, thanks a lot. Sounds like what I need. Would be good if anyone had good pointers to help tho. Meanwhile I''ll see what I can find. ;  I''ve searched and looked at many different libraries and articles now but everything is huge packages or advanced 3d collision. I need OBB explained in simplest way possible so I can start out and go from there to a more advanced stage. You can''t jump directly into heavy 3d collision calculations without knowing even how to do it in 2d. Isn''t there any good introductary tutorials to OBB collision detection and response?I know basic linear algebra but I''m not that good at it so I need a push in the right direction in some way. 