Physics, Collisions, Trees, Beer...
So after a lot of beer and headbutting the keyboard we have a physics engine coded completely from scratch, it has aabb, circle collision models and along side it has a quad tree implementation for optimization reasons. Basically right now when two objects collide it outputs the penetration distance and direction, right now all is left to do really is add velocity and objects will be able to repel each other in a very basic way.So the object highlighted in red is the "player" and when it collides with the objects near it, it spits out the info in that box. The blue lines represent how the quad tree looks for this particular scene. So now that this is done, this leaves us 1 day to make a game, haha... Thanks, Alex