I am not sure if I should post this link, but I feel this falls into game development just as much as it does math. I have a ray cast's far and near values and I am trying to calculate the end point ...
I have a game I'm working on in which items are "placed" and "selected". In order to do this, I need to determine what triangle in a mesh the cursor is pointing to. I have no trouble with getting ...
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 ...
There is a thing I don't understand about game engines: why it is so common to use physics engines to do raycasting or collision testing? Say that you have a 3D scene loaded in your scene manager ...