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When using triangles and rotated rectangles as "solid bodies" the resulting normals and depth leads to often lead to incorrect collision resolves.
Inside internal/headers/CollisionPrimitives.h look at SAT() and fix calculations.
The text was updated successfully, but these errors were encountered:
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When using triangles and rotated rectangles as "solid bodies" the resulting normals and depth leads to often lead to incorrect collision resolves.
Inside internal/headers/CollisionPrimitives.h look at SAT() and fix calculations.
The text was updated successfully, but these errors were encountered: