# Happy Game V1 0 1-SiMPLEX

SAT may test many axes for overlap, however, the first axis where the projections are not overlapping, the algorithm can immediately exit determining that the shapes are not intersecting. Because of this early exit, SAT is ideal for applications that have many objects but few collisions (games, simulations, etc).

## Happy Game v1 0 1-SiMPLEX

3. It is certainly possible that the wrong MTV will be chosen and a shape will abruptly stop. In fact this is a big problem for platformer type games (where the character is controlled by the user). I have not researched solutions to this problem in depth but I know that Box2d has a solution. The Box2d solution is to use a chain of vertices representing linked line segments and detect internal collisions using this special structure. However, if you have a 4 x 4 stack of blocks, this method will not solve the problem for the collisions on the top of said blocks. I think most attempt to get around this problem by optimizing the collision body representation. In dyn4j I chose to ignore this problem and let the game designers decide how best to solve this issue.

Thanks for the quick reply! I have actually read that article you linked but I couldn't seem to work out how they had done it.So from what I understand, if I have a shape like the one I described in the last comment, I take the axis from the center of the curve to each vertex of the other shape, as well as all of the axis's of the other shape?I was mainly interested in this type of collision for games that would have terrain such as hills and slopes that aren't straight, but I assume it would be easier to just use many covex shapes such as rotated rectangles to form the outer part of the hill and just test against all of them, since the types of terrain I am thinking of would not be circular? 041b061a72