diff --git a/data/scripts/classes/player.lua b/data/scripts/classes/player.lua
index d3ce855..3f48691 100644
--- a/data/scripts/classes/player.lua
+++ b/data/scripts/classes/player.lua
@@ -1,5 +1,6 @@
 local Vector3 = require("types.vector3")
 local Signal = require("types.signal")
+local AABB = require("types.aabb")
 
 local Player = {
   position = Vector3(0, 1, 0),
@@ -12,10 +13,82 @@ local Player = {
   yaw_speed = 0.05,
   
   accel = 0.3,
+  
+  aabb = nil,
+  test_intersect = nil,
 
   ThrowPressed = Signal.new(),
 }
 
+local aabb_offset = Vector3(-0.25, -1, -0.25)
+
+---@param aabb AABB
+---@param other AABB
+---@param velocity Vector3
+---@return Vector3, Vector3
+local function resolve_collision(aabb, other, velocity)
+  local my_min = aabb.min
+  local my_max = aabb:get_max()
+  local other_min = other.min
+  local other_max = other:get_max()
+  
+  local overlap_x = math.min(my_max.x - other_min.x, other_max.x - my_min.x)
+  local overlap_y = math.min(my_max.y - other_min.y, other_max.y - my_min.y)
+  local overlap_z = math.min(my_max.z - other_min.z, other_max.z - my_min.z)
+  
+  local min_overlap = math.min(overlap_x, overlap_y, overlap_z)
+  
+  local new_pos = my_min:copy()
+  local new_vel = velocity:copy()
+  
+  if min_overlap == overlap_x then
+    if velocity.x > 0 then
+      new_pos.x = other_min.x - (my_max.x - my_min.x)
+    elseif velocity.x < 0 then
+      new_pos.x = other_max.x
+    else
+      if my_min.x < other_min.x then
+        new_pos.x = other_min.x - (my_max.x - my_min.x)
+      else
+        new_pos.x = other_max.x
+      end
+    end
+    new_vel.x = 0
+  elseif min_overlap == overlap_y then
+    if velocity.y > 0 then
+      new_pos.y = other_min.y - (my_max.y - my_min.y)
+    elseif velocity.y < 0 then
+      new_pos.y = other_max.y
+    else
+      if my_min.y < other_min.y then
+        new_pos.y = other_min.y - (my_max.y - my_min.y)
+      else
+        new_pos.y = other_max.y
+      end
+    end
+    new_vel.y = 0
+  elseif min_overlap == overlap_z then
+    if velocity.z > 0 then
+      new_pos.z = other_min.z - (my_max.z - my_min.z)
+    elseif velocity.z < 0 then
+      new_pos.z = other_max.z
+    else
+      if my_min.z < other_min.z then
+        new_pos.z = other_min.z - (my_max.z - my_min.z)
+      else
+        new_pos.z = other_max.z
+      end
+    end
+    new_vel.z = 0
+  end
+  
+  return new_pos, new_vel
+end
+
+function Player:init()
+  self.aabb = AABB.new(Vector3(-0.25, 0, -0.25), Vector3(0.5, 1.1, 0.5))
+end
+
 function Player:tick(ctx)
   input_action{name = "left", control = "A"}
   input_action{name = "right", control = "D"}
@@ -34,17 +107,39 @@ function Player:tick(ctx)
 
   local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
   local target_vel = direction * self.speed
-  self.velocity = self.velocity:lerp(target_vel, self.accel)
-
+  -- self.velocity = self.velocity:lerp(target_vel, self.accel)
+  self.velocity = target_vel:copy()
+  self.position = self.position + self.velocity
+  if self.aabb:intersects(self.test_intersect) then
+    local new_pos, new_vel = resolve_collision(self.aabb, self.test_intersect, self.velocity)
+    self.position:set(
+      new_pos.x - aabb_offset.x,
+      new_pos.y - aabb_offset.y,
+      new_pos.z - aabb_offset.z
+    )
+    self.aabb.min:set(
+      self.position.x + aabb_offset.x,
+      self.position.y + aabb_offset.y,
+      self.position.z + aabb_offset.z
+    )
+    self.velocity:sett(new_vel)
+  end
   if input_action_just_pressed{name = "throw"} then
     self.ThrowPressed:emit(self.position:copy(), camera_forward:copy())
   end
+  -- self.aabb.min = self.position + aabb_offset
+  self.aabb.min:set(
+    self.position.x + aabb_offset.x,
+    self.position.y + aabb_offset.y,
+    self.position.z + aabb_offset.z
+  )
 
   if ctx.mouse_capture then
     self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
   end
 
-  self.position = self.position + self.velocity
+  
+  self.aabb:draw()
 end
 
 return Player
\ No newline at end of file
diff --git a/data/scripts/game.lua b/data/scripts/game.lua
index 85a67b8..f1eef2a 100644
--- a/data/scripts/game.lua
+++ b/data/scripts/game.lua
@@ -5,7 +5,7 @@ local List = require "types.list"
 local AABB = require "types.aabb"
 
 local test_aabb = AABB.new(
-  Vector3(),
+  Vector3(-1, 0, 3),
   Vector3(1, 2, 1)
 )
 
@@ -50,6 +50,8 @@ end
 function game_tick()
   -- ctx.initialization_needed is true first frame and every time dynamic reload is performed
   if ctx.initialization_needed then
+    player:init()
+    player.test_intersect = test_aabb
     -- audio_play{audio = "music/bg1.xm", loops = true, channel = "music"}
     player.ThrowPressed:connect(create_feed)
 
diff --git a/data/scripts/types/aabb.lua b/data/scripts/types/aabb.lua
index 5887190..973f5c0 100644
--- a/data/scripts/types/aabb.lua
+++ b/data/scripts/types/aabb.lua
@@ -65,4 +65,21 @@ function AABB:draw()
   draw_line_3d{start = Vector3(self.min.x, self.min.y, max.z), finish = Vector3(self.min.x, max.y, self.min.z), color = RED}
 end
 
+---returns true if the point is inside this aabb
+---@param point Vector3
+---@return boolean
+function AABB:has_point(point)
+  local max = self:get_max()
+  return point > self.min and point < max
+end
+
+---returns true if `other` intersects this AABB
+---@param other AABB
+---@return boolean
+function AABB:intersects(other)
+  local my_max = self:get_max()
+  local other_max = other:get_max()
+  return self.min <= other_max and my_max >= other.min
+end
+
 return AABB
diff --git a/data/scripts/types/vector3.lua b/data/scripts/types/vector3.lua
index 03a308b..f203501 100644
--- a/data/scripts/types/vector3.lua
+++ b/data/scripts/types/vector3.lua
@@ -155,6 +155,20 @@ function Vector3:__tostring()
   return "Vector3(" .. tostring(self.x) .. ", " .. tostring(self.y) .. ", " .. tostring(self.z) .. ")"
 end
 
+-- note: the < and <= operators of this class are component-wise rather than lexicographic (that is, htey are useful for bounds checking but are not suitable for sorting.)
+
+function Vector3:__lt(b)
+  local err, other = coerce(b, true)
+  if err then return nil end
+  return self.x < other.x and self.y < other.y and self.z < other.z
+end
+
+function Vector3:__le(b)
+  local err, other = coerce(b, true)
+  if err then return nil end
+  return self.x <= other.x and self.y <= other.y and self.z <= other.z
+end
+
 Vector3.__index = Vector3
 
 --------API--------
@@ -246,6 +260,24 @@ function Vector3:rotate(axis, angle)
   return self
 end
 
+---In place set.
+---@param x number
+---@param y number
+---@param z number
+---@return Vector3
+function Vector3:set(x, y, z)
+  self.x, self.y, self.z = x, y, z
+  return self
+end
+
+---In place set.
+---@param t vectorlike
+---@return Vector3
+function Vector3:sett(t)
+  self.x, self.y, self.z = t.x, t.y, t.z
+  return self
+end
+
 ---Returns a copy of this vector.
 ---@return Vector3
 function Vector3:copy()