I have a entities that goes from the top left to the bottom right. The entities have a sprite that is just a black block. When the block collides with another block I set its velocity to 0. When checking collisions for the sprite it works fine but when I set the sprites rotation or use CCRotateBy the collision still stops where it would have had it not been angled. I am using the BoundingBoxTransformedToWorld to check for intersection. Why is this not working?
public bool Intersects(Vehicle other)