The positions used for the collision algorithm were indeed wrong. But I think I also used some pointers incorrectly. So some things were definitely fixed and the simple collision detection started working again.

Then I noticed some differences between the simple detection and advanced detection algorithms. One was using the positions relative to the entity. While the other would use the positions as if they were relative to the world origin. Of course this is wrong and greatly confusing as well. I think that is why the simple collision didn’t work anymore. But it’s clear now that there is a lot to fix and straighten out. Before I can even think of improving the algorithms themselves. As they still don’t work great with rotated entities.

Last modified: June 16, 2023