[SOLVED]Collision Detection Types and which is the best

I thought you were sticking with AABB? Well if that isn’t the case then a quick way would be to use (libgdx port of) box2d and Aurelien Ribon’s physics body editor (and also here) which can auto-trace shapes and saves to a .json. Box2D is mainly for platformers but you can adapt it to a rpg style game by setting gravity to 0.

If you’re going to go this path, also read this on how to separate your collision logic and your rendering.

I’m pretty sure I’ll go with aabb for this but I sure would like to learn about polygon collision. Thanks jimmt

http://back2basic.phatcode.net/?Issue_%231:2D_Convex_Polygon_Collision_using_SAT

its articles like that, that confuse me :persecutioncomplex:

What’s confusing about the article? I mean that sat uses a very simple vector projection (2 muls and 1 add). You might want to read on vectors first before trying to implement collisions more complex than AABBs.