My previous question was solved by vector projection. Thus I spent some time studying it (Few helpful links: Interactive projection, short video and a longer video.). There were plenty of sites that ...
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 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 ...