3D Collision dection and response

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The discussion focuses on developing a physics engine, particularly addressing collision detection and response for basic shapes like axis-aligned boxes, cylinders, and spheres. The main challenge highlighted is handling collisions when two surfaces, such as boxes, collide head-on, resulting in both faces impacting each other simultaneously. The user seeks advice on resolving these collisions, contemplating whether to compute a point at the center of the colliding faces and treat it as a single point collision. While the goal includes incorporating angular motion, the current focus is solely on linear motion. A reference link to a relevant article on collision detection is also provided for further insights.
starphoenix
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I am making the physics engine for a personal project, and one of the more important parts is that the collisions are detected and respond as accurately as possible. right now I'm in the preliminary phases of designing this, so I'm sticking to basic shapes, axis aligned boxes, axis aligned cylinders, and spheres.

The problem I'm coming across is I have found how to deal with a single point collision, and two point collision, if an edge of something collides with a surface. But the one case I have not been able to at all figure out how to deal with, is if two surfaces completely collide with each other. IE if two boxes hit each other head on, the two faces will both smack right into each other.

Anyone know how to resolve these kinds of collisions? Should I just compute a point that is at the center of the colliding faces and treat it as a single point collision? Ideally I would like this to include angular motion as well, but at this point in time I am only dealing with linear motion.

Thanks in advance guys!
 
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You may have already seen this, but here's the link in any case:

http://www.gamedev.net/reference/articles/article736.asp
 
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