query: SHMUP: who's in charge of collision detection?
positive_passages.docid: 104050
positive_passages.text: Where should collision detection logic be placed?
negative_passages.docid: 109214
negative_passages.text: Particles don't collide with collision object?
negative_passages.docid: 11296
negative_passages.text: The Monty Hall problem
negative_passages.docid: 101609
negative_passages.text: How to handle pixel-perfect collision detection with rotation?
negative_passages.docid: 136381
negative_passages.text: Fast input/output in competitive programming
negative_passages.docid: 70
negative_passages.text: Collisions between an object and a wall
negative_passages.docid: 13583
negative_passages.text: Preventing cheating for on-line arcade high score board
negative_passages.docid: 93088
negative_passages.text: Improving Rigidbody collision between real-time movable object and other Rigidbodies
negative_passages.docid: 135227
negative_passages.text: Geometry Nodes - Incremental increases & controls
negative_passages.docid: 114593
negative_passages.text: Physics of simple collisions
negative_passages.docid: 15898
negative_passages.text: Smooth movement in a tile based game
negative_passages.docid: 148821
negative_passages.text: Sakurai QM section 5.8
negative_passages.docid: 125124
negative_passages.text: Random solving of a Rubik cube .
negative_passages.docid: 100237
negative_passages.text: Rectangle and Circle collision detection
negative_passages.docid: 38074
negative_passages.text: Winning strategies in multidimensional tic-tac-toe
negative_passages.docid: 62698
negative_passages.text: Multiple colliding balls
negative_passages.docid: 116646
negative_passages.text: implementing functions in a game