![]() While the simple shapes do give us easier and more efficient collision detection algorithms, they share a common disadvantage in that these shapes usually do not fully surround the object. A few examples of such collision shapes are circles, spheres, rectangles, and boxes these are a lot simpler to work with compared to arbitrary meshes with hundreds of triangles. ![]() We then check for collisions based on these simple shapes this makes the code easier and saves a lot of performance. For this reason, it is a common practice to use more simple shapes (that usually have a nice mathematical definition) for collision detection that we overlay on top of the original object. ![]() When trying to determine if a collision occurs between two objects, we generally do not use the vertex data of the objects themselves since these objects often have complicated shapes this in turn makes the collision detection complicated. ![]() Collision detection In-Practice/2D-Game/Collisions/Collision-detection ![]()
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