The collision reaction in my engine is now totally stable. The bouncing algorithms had a tendency to generate movement out of nowhere, so this time around I decided to just project the elements out of each other's way. It's a fast and simple method, and about as optimized as I can go without messing my code up(now I just need to implement some hashing to speed up when there's much stuff around).
Collision detection on the other side is still flawed: it won't detect when a line goes through a mass, only the opposite.
It *is* open source =)
Check for Polyplay in the pygame site!
eFFeeMMe 3 years ago 2