# 🎱 Rigid Collision Rigid-body collision in Genesis is handled in two distinct phases - first finding which bodies are in contact, then computing the impulses that resolve those contacts. The two pages below describe each phase's algorithmic content. - [**Rigid Collision Detection**](collision_contacts_forces) - broad-phase pruning and narrow-phase contact manifold generation (Sweep & Prune, GJK, MPR, special cases). - [**Rigid Collision Resolution**](rigid_constraint_model) - constraint formulation, contact and friction model, joint limits, equality constraints, and the numerical solvers (PCG, Newton-Cholesky). ```{toctree} :hidden: :maxdepth: 1 collision_contacts_forces rigid_constraint_model ```