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Ray vs AABB (2D) reporting hits
The short answer is that the "branchy" code in the blog post is wrong, and my intuition is correct. The branchless does work correctly, as explained the blog post.
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Ray vs AABB (2D) reporting hits
I've been working a 2D ray versus AABB implementation. I worked it out on paper, then read about a popular "branchless" algorithm. … The ray is at (3,0) and goes up. Standard Cartesian coordinates.
This returns true that there is an intersection. Clearly there is not. …