JOML now features a (growing) set of intersection tests between various primitive geometric objects, such as points, line segments, rays, triangles, planes, spheres and axis-aligned boxes.

These are mainly meant to provide the basis on which to build more comprehensive algorithms and acceleration data structures.

For simple applications/games, which don't require sophisticated algorithms typical in dedicated physics engines, the basis provided by JOML will likely suffice. For example, when testing some hundred of geometric primitives against each other.