is there people good enough for a math problem (for a shader)? I want to write an algorithm that would **intersect** any primitives (circle, sphere, cube, cylinder) inside a unit wrapping space, **no raymarching** [![https://29a.ch/2013/9/25/wild-webgl-raymarching/boring.jpg][1]][1] similar to this math problem https://amininima.wordpress.com/2013/05/27/the-laser-gun/ But without the reflection. [![enter image description here][2]][2] I figure out how to do it with a single point at the boundaries of the space, using the planet alignment problem (akin to the two clock hand overlap problem). But I fail to generalized it. [1]: https://i.sstatic.net/yz0rX.jpg [2]: https://i.sstatic.net/qx3VE.png