When making any game there are many different ways that you can
get an instance from A to B. However, not all methods are the same
and some are considerably better in certain circumstances than
others! For example, in a platform game you would probably want to
involve gravity and friction in the movement, whereas for a top
down game it would probably be better to use a relative coordinate
system. And just as there are many different ways to move an
instance, there are also many different ways to stop an instance
too, and so this part of the manual also has a section dedicated to
collision checking. Finally, there is a section on motion
planning which is another system for movement that can be used
to actually avoid obstacles and collisions.
The following sections list all the available functions dealing
with movement and collisions: