again. This question is strictly related to this one so, what is the technology that makes physics engines suitable for raycasting? It is a particular data structure? Has it to do with the engine's internal representation of the objects? If so, how do they represent objects so to be able to make polygon-precise raycasting? Do they hold the whole information about a mesh?
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Good physics engines:
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I don't think there are specific technologies that are exlusive to physics engines which makes them so good for Ray Casting. It's more the fact that in general they have very good ray casting capabilities because that's what they use to determine collisions between objects in the simulation. These have generally been optimised and tested pretty well as they're a fundamental component to a physics simulation. Why re-invent the wheel if you can leverage existing, fast and well tested libraries? |
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