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Mr. Smith
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Voxel traversal for non-linear polynomialsparabolic projectile arc under constant gravity

For linear polynomials, there's a bunch of algorithms for efficiently determining which voxels to test for collision (eg. A Fast Voxel Traversal Algorithm for Ray Tracing ). I'm having troubles though, searching for algorithms that work when thefor any other case, such as a parabolic projectile path is non-linear (eg. affected by gravitym or perhaps even sinosoidal)arc under constant gravity.

Are there any algorithsmalgorithms for that case, or am I stuck just trying to sample at a high enough frequency that only rarely canwill a projectile travel though a wall without getting detected.

Voxel traversal for non-linear polynomials

For linear polynomials, there's a bunch of algorithms for efficiently determining which voxels to test for collision (eg. A Fast Voxel Traversal Algorithm for Ray Tracing ). I'm having troubles though, searching for algorithms that work when the projectile path is non-linear (eg. affected by gravitym or perhaps even sinosoidal).

Are there any algorithsm for that, or am I stuck just trying to sample at a high enough frequency that only rarely can a projectile travel though a wall without getting detected.

Voxel traversal for parabolic projectile arc under constant gravity

For linear polynomials, there's a bunch of algorithms for efficiently determining which voxels to test for collision (eg. A Fast Voxel Traversal Algorithm for Ray Tracing ). I'm having troubles though, searching for algorithms that work for any other case, such as a parabolic projectile arc under constant gravity.

Are there any algorithms for that case, or am I stuck just trying to sample at a high enough frequency that only rarely will a projectile travel though a wall without getting detected.

Source Link
Mr. Smith
  • 813
  • 6
  • 12

Voxel traversal for non-linear polynomials

For linear polynomials, there's a bunch of algorithms for efficiently determining which voxels to test for collision (eg. A Fast Voxel Traversal Algorithm for Ray Tracing ). I'm having troubles though, searching for algorithms that work when the projectile path is non-linear (eg. affected by gravitym or perhaps even sinosoidal).

Are there any algorithsm for that, or am I stuck just trying to sample at a high enough frequency that only rarely can a projectile travel though a wall without getting detected.