Open villermen opened 10 years ago
Also, this stuckens the game:
One method (or delegate) that receives all collisions (this, physicalobject).
We can cache collision candidates for as long as we (or them) do not change direction, but this might be too complex.
Somehow integrate the side collided with (on the current object), and decide whether to bounce or keep going. (Also based on this side? Or something with directions?) Do not base bouncing on relativespeed or angles, since that is bound to give passthroughs.