A technique for using rays to determine points of intersection. Often used in lighting simulation.

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2answers
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How can I implement lighting in a voxel engine?

I am creating the MC like terrain engine, and I have thought that lighting would make it look a whole lot nicer.The problem is that the blocks are not being lit properly when a block which emits light ...
11
votes
4answers
3k views

Cast ray to select block in voxel game

I am developing a game with a Minecraft-like terrain made out of blocks. Since basic rendering and chunk loading is done now, I want to implement block selecting. Therefore I need to find out what ...
11
votes
1answer
1k views

How can I draw an arrow at the edge of the screen pointing to an object that is off screen?

I am wishing to do what is described in this topic: http://www.allegro.cc/forums/print-thread/283220 I have attempted a variety of the methods mentioned here. First I tried to use the method ...
8
votes
1answer
3k views

Why doesn't Unity's OnCollisionEnter give me surface normals, and what's the most reliable way to get them?

Unity's on collision event gives you a Collision object that gives you some information about the collision that happened (including a list of ContactPoints with hit normals). But what you don't get ...
8
votes
2answers
430 views

Diagonal line of sight with two corners

Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
8
votes
3answers
1k views

Narrow-phase collision detection algorithms

There are three phases of collision detection. Broadphase: It loops between all objecs that can interact, false positives are allowed, if it would speed up the loop. Narrowphase: Determines whether ...
7
votes
3answers
3k views

How do I implement occluded lighting in a block-based 2D game?

I want to have 2D lighting that can be blocked by in-game objects. My game has a top-down view and all game objects are described by rectangles. Let's say I have a 10x10 world and I place a light at ...
7
votes
1answer
780 views

Finding which tiles are intersected by a line, without looping through all of them or skipping any

I've been staring at this problem for a few days now. I rigged up this graphic to help me visualise the issue: (from the graph, we know that the line intersects [1, 1], [1, 2], [2, 2], [2, 3], ending ...
7
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1answer
759 views

Skewed: a rotating camera in a simple CPU-based voxel raycaster/raytracer

TL;DR — in my first simple software voxel raycaster, I cannot get camera rotations to work, seemingly correct matrices notwithstanding. The result is skewed: like a flat rendering, correctly rotated, ...
5
votes
1answer
3k views

More efficient way to implement Line of sight on a 2d grid with ray casting?

Consider a 2d grid of tiles, and an approximated sphere of coordinates - centered on the player - that represents line of sight. The goal is to block the line of sight beyond obstacles (ie walls). ...
5
votes
2answers
359 views

How does this snippet of code create a ray direction vector?

In the Minecraft source code, this code is used to create a direction vector for a ray from pitch and yaw:' float f1 = MathHelper.cos(-rotationYaw * 0.01745329F - 3.141593F); float f3 = ...
5
votes
1answer
2k views

Finding if a point is inside of a mesh (Point-in-polyhedron)

How can I find if a point (Vector3) is inside of a mesh? Would this work for both concave and convex objects? I read somewhere that if you raycast in both directions of every axis (X, -X, Y, -Y, Z, ...
5
votes
2answers
769 views

What are the time-efficiency characteristics of these voxel data structures?

Real-time, high-resolution voxel raycasters tend to use one of the following optimising data structures in order to achieve interactive frame rates. What are the pros and cons to these, and what other ...
5
votes
1answer
425 views

Raymarching artifacts

I was playing with raymarching using distance fields in GLSL sandbox and got stuck with a strange problem with artifacts. Click here and take a look at the spheres generated in corners, they have ...
4
votes
3answers
3k views

Why do we use physics engines for collision testing or raycasting?

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 ...
4
votes
3answers
501 views

How to check whether a ray cast hits a specific side of an object?

I am using Ogre3d to develop a 3d simulation/game. One task is to determine whether the user has focused the camera on a specific object. So I cast a ray from the camera to what is currently in the ...
4
votes
1answer
1k views

Raycasting tutorial / vector math question

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 ...
4
votes
1answer
393 views

Where can I find a BRDF reference implementation?

Does anyone have a link to a sample implementation of how to create/handle 4D BRDFs? I found a few interesting papers and websites, Szymon's (student, Princeton) BRDF survey, 1997 SIGGRAPH survey ...
4
votes
1answer
412 views

Direction vector in raycasting

When I read about how to get the direction vector in raycasting, for example on this site: http://www.daimi.au.dk/~trier/?page_id=98 They first render the mesh with front face culling and then with ...
4
votes
1answer
241 views

How can I ensure field of view symmetry in a Roguelike?

I'm working on a Roguelike, and for it I've created a ray-tracing/casting field-of-view (FoV) algorithm that consists of plotting Bresenham lines to every point in a solid circle. It's artifact free ...
4
votes
1answer
702 views

Raycasting problem

I have a problem with my raycasting. I have 8 cubes, that define the first level of an octree (Eg. they create bigger cube). I need to raycast them and "render" each cube. If I have only one cube, ...
3
votes
1answer
6k views

3D Ray Casting / Picking

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 ...
3
votes
4answers
190 views

Ray Triangle Intersection issue

I'm trying to perform ray triangle intersection on a mesh made of triangles. The below code seems to work fine but only about 50% of the time. The ray often gets into positions where no intersection ...
3
votes
2answers
341 views

What are the technologies that makes physics engines so good for raycasting?

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 ...
3
votes
3answers
169 views

Is there algorithm for boxcasting or thickray casting?

I am not sure what the correct name is called but here is my problem: I have implemented a casting ray function that works as expected. However, because I am using a loose grid structure, (ie, objects ...
3
votes
2answers
3k views

Raycasting in Unity3D?

I have a game object on screen represented by a cube (but say it was a quad or something else all the same). How do I raycast to check intersections? Keeping in mind I may not be raycasting fora ...
3
votes
1answer
1k views

Ray-plane intersection to find the Z of the intersecting point

I have a rectangle in 3d space (p1, p2, p3, p4) and when the mouse rolls over it I need to calculate the exact Z of the point on the rect, given the mouse coordinates (x, y). Would a Ray-plane ...
3
votes
1answer
685 views

box2d raycast filter category

I am trying to filter a category in my ray casting (jBox2D within libGDX), which should return the closest object that does not belong to the category LEVEL0. I've tried a plethora of approaches, but ...
3
votes
1answer
440 views

How to calculate FOV with four-walled tiles?

I'm working on a 2D tile-based game. I'm trying to calculate FOV and I've implemented walls so they don't take up an entire tile. Instead, they just take up a side of each tile. Similar to: class ...
3
votes
3answers
1k views

How to determine what triangle in a mesh the cursor is pointing to?

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 ...
3
votes
1answer
349 views

3d Picking under reticle

i'm currently trying to work out some 3d picking code that I started years ago, but then lost interested the assignment was completed (this part wasn't actually part of the assignment). I am not ...
3
votes
1answer
182 views

Calculate the Intersection of Two Volumes

If you've ever played The Swapper, you'll have a good idea of what I'm asking about. I need to check for, and isolate, areas of a rectangle that may intersect with either a circle or another ...
3
votes
1answer
403 views

Hashing 3D position into 2D position

I am doing volumetric raycasting and curently working on depth jitter. I have 3D position on ray and want to sample 2D noise texture to jitter the depth. Function for converting (or hashing) 3D ...
3
votes
1answer
77 views

How can I consistently identify location on a mesh from a raycast hit?

I am using RaycastHit.triangleIndex to identify a location on a mesh (very low poly). However, I have discovered that a given triangle on the mesh does not have the same triangleIndex value from one ...
3
votes
1answer
1k views

Problems implementing a screen space shadow ray tracing shader

Here I previously asked for the possibility of ray tracing shadows in screen space in a deferred shader. Several problems were pointed out. One of the most important problem is that only visible ...
2
votes
1answer
281 views

The correct way to transform a ray with a matrix?

Playing with XNA Triangle Picking Sample I found out that it does not work well if you scale the world matrix of the objects you want to pick. When I dug into the implementation I found this comment ...
2
votes
3answers
347 views

Strategy for detecting hits from a “cylinder ray”?

I was planning on using ray casting for collision detection in my game. However, when I use an attack similar to this: (which would project something like a cylinder), how would I go about ...
2
votes
1answer
474 views

What is an easy way to work subsurface scattering into a raycaster?

I've got some neat effects with path tracing: I want to add in an ability to do subsurface scattering, but I'm unsure of the general algorithm. With path tracing, it's: foreach pixel: trace( ...
2
votes
2answers
109 views

Intersection between moving circle and some squares

I'm developing a 2D game made of squares. What I need to do is check if a circle collides with any of the squares as it moves. I have a raycast function to check the same idea, but using a point. I ...
2
votes
1answer
300 views

Ray picking and bounding boxes in Java

How do I check which bounding boxes (of different types) a ray, sent from the camera through the mouse-click coordinates, intersects with first in Java (and where)? I have arrays (box_X, box_Y, box_Z, ...
2
votes
1answer
202 views

Are ambient, diffuse and specular light or material properties?

Are ambient, diffuse and specular properties of light or material? I am doing ray casting in OpenGL, I've managed to create lit sphere using formula I = L Ka + L Kd (n . l) + L Ks (r . v)^n but I ...
2
votes
1answer
367 views

OpenGL 3+ Range Picking

How do I perform range picking in the latest OpenGL version? By range picking I mean selecting all objects which are picked using a selection rectangle, like in an RTS game. For single object picking ...
2
votes
1answer
845 views

Orthographic Camera and Raycasting in Three.js

I'm working on a test project porting a simple game from iOS to Javascript. I've got the orthographic camera working and it can view the objects in the scene and move up and down the tower of meshes ...
2
votes
1answer
192 views

How do I find voxels along a ray?

I am making a voxel engine, and I want to make it possible to create and destroy voxels with the mouse. I use C++ and OpenGL, so C++ examples would be best. So far, I have the camera position and ...
2
votes
1answer
1k views

Raycasting “fisheye effect” question

Continuing my exploration of raycasting, I am very confused about how the correction of the fisheye effect works. Looking at the screenshot below from the tutorial at permadi.com, the way I ...
2
votes
1answer
975 views

How can I exclude some rigid body from rayTest in Bullet Physics?

I'm trying to picking some object with rayTest method of BulletPhysics. The problem is my stage is surrounded with walls (btStaticPlane) and the target objects (btSphereShape) are in there. And I'm ...
2
votes
1answer
157 views

Detect obstacles in path on a tile-based map

I'm creating a 2d game with a tile-based map, but smooth movement. I currently use A* in combination with some other tricks for pathfinding, and one issue what I've been dealing with is getting the ...
2
votes
0answers
94 views

Corona SDK Live RayCasting [closed]

I'm looking for help involving rayCast in Corona SDK. If you haven't see it here's a link talking about it along with a demo. WEll in the demo you tap on a space and the ray is recasted and bounced if ...
1
vote
1answer
2k views

Raycasting Collision Detection

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 ...
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vote
1answer
2k views

Optimized algorithm for line-sphere intersection in GLSL

Well, hello then! I need to find intersection between line and sphere in GLSL. Right now my solution is based on Paul Bourke's page and was ported to GLSL this way: // The line passes through p1 and ...