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The math behind Physics.LineCast(A, B) is what we call a ray intersection test. We take A to be the origin of the ray, B-A to be the direction of the ray, and look for potential intersections along the line P(t) = A + (B-A)*t for 0 <=t <= 1 (or other equivalent formations that differ only in details) For many shapes, we have a closed-form formula we ...


Figured it out, thanks to everyone who actually tried to help instead of just asking me why i needed to do this. Use z=mx+c. sub in the two objects positions to work out m and c. Then sub in z and x values to see if it collides with other objects in the scene.


The documentation link you've provided is not from Direct3D 11, it's from Direct3D 9. That aside, in the code snippets and formulae around discussion of this matrix we see the following: Cx, Cy - dvClipX, dvClipY from D3DVIEWPORT9 Cw, Ch - dvClipWidth, dvClipHeight from D3DVIEWPORT9 Zmin, Zmax - dvMinZ, dvMaxZ from D3DVIEWPORT9 The mention of "from ...


While I have spent years working with XNA across Xbox 360, Windows Phone 7 and PC, this kind of a problem is typical and requires lots of tedious configuration of the target system. While I was once successful in past, it took more effort than to simply update graphics API (say, DX8 to DX11). Every new version of VS links against different libraries. Given ...

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