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I recently added Separating Axis Theorem to my game engine, which is an approach for working out 2D
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Collision Detection (An Overview) (UPDATED!)
How 2D Game Collision Works (Separating Axis Theorem)
SXFramework: Ray/Box/Plane intersections
Math for Game Developers - Ray Triangle Intersection
AABB vs SAT - 2D Collision Detection
Ray box intersection
Ray x Cube intersection
WebGL 2.0 : 046 : Ray intersects Bounding Box (AABB)
Collision Detection Part 7: Ray and OBB
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Last Updated: June 11, 2026
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