I am implementing a sphere to sphere collision resolution and I am a little confused on where to start. First question, is there a standard way that games/engines do sphere to sphere collision resolution? Is there only like a couple standard ways to do it? Or does the resolution vary very heavily based on whats needed?

I want to implement this in my engine and I wrote a basic one that pushes a sphere and another sphere (so basically the one interacting can push the other) but this was just a super simple concept. How exactly can I improve this to make it more accurate? (Mind you the code isn’t optimized since I am still testing)

It seems like there is a lack of solid documentation on collision resolution in general as it’s a more niche topic. Most resources I found only concern the detection part.

```
bool isSphereInsideSphere(glm::vec3 sphere, float sphereRadius, glm::vec3 otherSphere, float otherSphereRadius, Entity* e1, Entity* e2)
{
float dist = glm::sqrt((sphere.x - otherSphere.x) * (sphere.x - otherSphere.x) + (sphere.y - otherSphere.y) * (sphere.y - otherSphere.y) + (sphere.z - otherSphere.z) * (sphere.z - otherSphere.z));
if (dist <= (sphereRadius + otherSphereRadius))
{
//Push code
e1->move(-e1->xVelocity / 2, 0, -e1->zVelocity / 2);
e2->move(e1->xVelocity / 2, 0, e1->zVelocity / 2);
}
return dist <= (sphereRadius + otherSphereRadius);
}
```