I am using a capped cylinder flagged as a kinematic object for character controllers. I place the capsule based on player input and collide the object with all near objects and gather the normals and penetration depths. I then sum the vectors up and move the object there.
This works perfectly for all collisions that _don't_ include acute angles. The movement is smooth and the collision is perfect, I just dont see how to resolve acute collision without looping through collision until its out. Here is an image that visually describes the problem.

Fig. A shows a top view of capsule colliding with two objects that form a 90deg angle, summing those penetration normals * depth results in a vector that perfect resolves collision.
Fig. B shows a top view of capsule collising with two objects that form an acute angle, summing that penetration data does not resolve the collision.
Thanks for any help you guys can give!
Bino