3 years ago

3d raycasting (look at article thing)


not sure how well I can explain this but here goes:

So the current method of raycasting I know of is where you send out an object that basically checks for collision either until it collides with something or exceeds the ray distance, which would work fine. However I had an idea for an alternate method which uses a one-time calculation instead of constant collision checks-

basically every time a ray is 'cast', it provides the length and direction of the ray (as well as the speed) and then it sends out a broadcast, which every object would react to (unless they were made to not collide with rays) in the form of an equation which I imagine would be something like (Xdistance - [x forward motion]) < XZHitbox

I have no idea how well this would actually work but I think it might work better, simply because it only runs once per ray compared to multiple times (and also saves on clone counts which doesn't really matter anywhere but scratch)



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i am never active on gamejolt

cylindrical hitbox added

kitty bro

shakespear

BEWARE THE NOID.

(The classical ol'Dominos mascot)

another random ass 3d engine that nobody asked for and nobody will end up using

my spanish skills are not competent enough to understand what the guy is saying at 2x speed

(add the dust man theme from mega man 4) omg its dust man from fnf

wow I've already abandoned my 3d engine and made a Minecraft clone and abandoned that and then started on a 3rd engine