3D Collisions: Oriented Bounding Boxes! (Now: Ray casting?)
I have multiple oriented bounding boxes (yay) which can collide. Unfortunately, my collision reaction at the moment consists of:
2. Inverse velocity
3. Inverse angular velocity
4. Hope no one notices
I've found a methodology for applying force (thrust/rotation) to an object based on a vector/etc, but I need some way of calculating where/how exactly that my OBBs collide - not just that they have.