is there an algo for quick and dirty sliding collisions?
something less intense than recursive ellipse vs each tri, done in elliptical coordinates, so the entity location at time of intersection is easy to compute?
i mean, the physics are simple:
determine entity location at time of collision,
determine remaining entity movement vector at time of collision
convert remaining movement vector to normal and tangential movement vectors with respect to the obstacle.
discard normal, and apply tangential.
continue until remaining (tangential) movement vector is used up.
i suppose continued collision detection while applying the tangential is required.
this would mean that any collision detected then turns into a stepped movement thing.
aa-bbox approximations for everything?