I'm checking out this nice raycasting tutorial at http://lodev.org/cgtutor/raycasting.html and have a probably very simple math question. In the DDA algorithm I'm having trouble understanding the ...
I need to check for collisions when firing a bullet, but I have a few questions first. My game is 2D and tile based, it also uses the XNA framework. From what I've read raycasting or continuous ...
I need to cast a ray in 2D space for bullet collision detection, but the Ray.Intersects method requires a BoundingBox which uses vector3's not vector2's. My question is should I just ignore the Z ...