I have 2D surfaces in 3D space which cause shadows on another and I need to calculate the surfaces which are in the shadow or partially in the shadow. Would a ray-plane intersection do this?
Could someone point me in the right direction as to how this might be achieved? 3D math / geometry often throws me. I'm looking for something like this (ideally in C#): public Vector3 ...
I am implementing a type for Ogre 3D rendering engine to provide spherical coordinates. So far everything is working fine, until I try to build spherical coordinates from a cartesian vector. Here is ...
When creating a game space in which to move, draw and collide objects, is it better to have the (0,0) point, or the (0,0,0) point, be in the very center of your space, such that the bounds of the ...
Let's say I have a path comprised of a sequence of points that are connect by lines and arcs. The entire path has some specific length. Let's call that length 100. What would be the mechanism to ...
I'm writing an isometric 2D game and I'm having difficulty figuring precisely on which tile the cursor is. Here's a drawing: where xs and ys are screen coordinates (pixels), xt and yt are tile ...
I am using a standard heightmapped procedural terrain in my project. However, I want the terrain to appear spherical when the user zooms out. This is an attempt to simulate the appearance of a ...
Lets say that you want to rotate simple cube around fixed point in center. Is it possible to use such coordinate system, that you need to use only sine and cosine in order to rotate? I have done ...