Since I've started on an adventure to start creating my games with Haxe and OpenFL, I found myself in need of some collision detection. I don't really need anything as fancy or extensive as Nape, and although the HxCollision library is a pretty solid Separating Axis Theorem implementation, it doesn't deal with swept-collisions, which is a bit of an issue for games (without swept collisions, any lag spikes can easily cause objects to pass right through objects!).
With some simple requirements in mind, I started Googling, and came across a method of using Minkowski addition to detect collisions. It turns out this method is super fast and very easy to compute for axis-aligned bounding-boxes (AABBs), which is all I'm going to focus on for now. This point is also only going to focus on discrete detection (whether or not an AABB is penetrating another object, regardless of velocity). I'll do another post on using this method with swept collisions when I have that sorted out.