Re: Collision detection in 2d games when turning is a thing?

@Dranelement, the correct way to handle this requires some knowledge of trigonometry for a simple collision detection system or calculus for a more complex system. In any case look for calculations to handle bounded boxes and bounded spheres and then you can correctly calculate if your vector collides with an object at that coordinate. While you can get away with using arrays etc that really isn't the most efficient or correct way to perform collision detection.

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