void CollisionManager::Update() { for (auto it = m_activeColliders.begin(); it != m_activeColliders.end(); ++it) { Collider* current = *it; //check the current object against the world bounds if (m_worldBounds) { if (current->IsColliding(m_worldBounds)) { m_worldBounds->HandleCollision(current); } } for (auto it2 = m_activeColliders.begin(); it2 != m_activeColliders.end(); ++it2) { Collider* other = *it2; if (other && other != current) { if (current->IsColliding(other)) { //std::cout << "colliding" << std::endl; current->HandleCollision(other); } } } } }