   2D Box-Box Collision Issue
  So I have a collision problem :PHeres a picture will explain under it.http://i142.photobucket.com/albums/r110/firemanchrisz/CollisionProblem.jpgSo checking to see if Box1 and Box2 collide.If Box2 is travelling at a relatively highish speed, and arrives at position 1, doing some overlap tests, we see there is no collision. Then next update it moves to position 2, which is a collision but on the right side. So the collision response is based on it colliding the right side, which is causing issues in my remake of a Brick type game.I was hoping that someone could suggest a method that would help solve this issue.I have looked up vectors and think something to do with line intersection tests would help, but I dont want to use those if I can help it, I don't know the maths of it as yet, currently studying and thats coming next trimester.   
  I'm afraid you'll have to get familiar with vector maths. In the meanwhile, what you can try is to sub-divide your movement into small steps, and check along the way. It's not gonna be perfect though. again, it involves a little vector maths.Quote:const float step = 3; // three pixel stepping.Vector dir = (startpos - endpos); // direction of travel, normalisedfloat distance = dir.length();if(length  > 0.00001f) dir /= length;// the stepping increment.float t = 0.0f;while(1){    // position of box A at the step.    Vector p = startpos + dir * t;    // test collision.    Box temp = boxA;    temp.setPosition(p);    if(temp.collidesWith(BoxB))break;    // move to next step.    float dt = (distance - t);    if(dt < 0.0000001f)  return false;    if(dt > step) dt = step;   t += dt;};  Yep I was afraid of that, was sure that would be the answer, I was thinking about manually stepping Box2 in very small increments towards it's next position if it is near Box1. But I also think it'd be alot cleaner to just suck it up and look at vectors. Thanks :)If anyone else has ideas, the more the merrier.   ;  For this you would most likely want to use the continuous version of the separating axis test for axis-aligned boxes. You might check the articles sections here on GDNet - I think this specific algorithm is covered in one of the articles in the collision detection section. (I seem to remember the author of the article being Gomez, but don't quote me on that.)   