3 ms·
It sounds similar to a technique we used in video games to solve collisions so you didn't miss the interval - using quadratics to solve the swept sphere. In fa
by djmips 4y ago
It sounds similar to a technique we used in video games to solve collisions so you didn't miss the interval - using quadratics to solve the swept sphere.
In fact so much of what is on shadertoy looks very familiar to video game 'game physics' programmers because a lot of it is related to collision detection. See the Orange book on real-time collision detection (Christer Ericson) for a lot of good code.
- pierrec 4y agoThanks, your description of the technique is simpler and probably more accurate than what I guessed - no integration required. The author gives a similar hint in the comments.