I need to know the most efficient way of finding Z given X & Y coordinates on terrain. My terrain is set up as a grid, each grid block consisting of two triangles which may be flipped in any ...
Am adding basic ray casting and collision detection for my game, also adding bounding volumes/collision mesh. Given that the ray is cast in world space and each mesh's node can track world ...
I'm trying to construct a 3d object from a large number of particles. I think this is called BVH (Bounding volume hierarchy). I figured the best way is to draw the particles inside the mesh, then let ...
I've set up a demo with simple first-person controls using C++ and OpenGL, and it seems to work reasonably well. My goal is this: when the player looks at a plane and clicks the left mouse button, ...
I need to know how to get the closest point on the surface of an ellipsoid to another point. I had an idea, but apparently i was wrong, and oversimplfying. What i did was squash the ellipsoid and ...
I'm trying to write some collision detection code. ATM i have the code properly resolving Ellipsoid v. Ellipsoid collisions, and Box v. Box collisions, but Ellipsoid v. Box collisions doesnt work. ...
I'm currently writing a 2D AI simulation, but I'm not completely certain how to check whether the position of an agent is within the field of view of another. Currently, my world partitioning is ...