This commit is contained in:
Schluffe
2026-09-04 13:57:52 +02:00
parent 71cfa64793
commit e961887953
24 changed files with 340 additions and 360 deletions
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## Concept
**AABB** = **A**xis-**A**ligned **B**ounding **B**ox: a rectangle whose sides are
parallel to the x and y axes (never rotated). They're cheap to test, which is why
almost every 2D engine — including yours — uses them as the base collision shape.
**AABB** = **A**xis-**A**ligned **B**ounding **B**ox: a rectangle whose sides
are parallel to the x and y axes (never rotated). They're cheap to test, which
is why almost every 2D engine — including yours — uses them as the base
collision shape.
We represent one as a corner plus a size:
@@ -18,7 +19,7 @@ So the box spans `x .. x+w` horizontally and `y .. y+h` vertically.
This is the key insight you'll reuse for the rest of the workshop. Think of each
box as a **shadow on the x-axis** and a **shadow on the y-axis**. Two boxes
intersect only if *both* pairs of shadows intersect:
intersect only if _both_ pairs of shadows intersect:
```
overlapX: a.x < b.x + b.w AND b.x < a.x + a.w
@@ -32,10 +33,10 @@ behind swept collision.
### The discrete trap (why this test alone isn't enough)
`aabbOverlap` only answers "are they overlapping *right now*?" If a fast object
`aabbOverlap` only answers "are they overlapping _right now_?" If a fast object
jumps from one side of a thin wall to the other in a single frame, it never
overlaps the wall at any sampled instant — so this test says "no collision" and
the object tunnels straight through. Steps 05+ fix that by testing the *path*,
the object tunnels straight through. Steps 05+ fix that by testing the _path_,
not the endpoints. Feel the gap here first; it's why everything after exists.
## Task