2 ms·
"3D Collision Detection" (section 4.5) In hindsight, I really had no idea what I was talking about (especially regarding performance with large amounts of poly
by kevinsync 3y ago
"3D Collision Detection" (section 4.5)
In hindsight, I really had no idea what I was talking about (especially regarding performance with large amounts of polygons) but the math did end up seeming to be good; I actually went back a couple years ago and took parts of it for some other 3D projection / line-plane intersection thing I made and it still worked. Super cool experience either way being given an opportunity so young and seeing it come to life!
I had another idea for a Gems 2 article that never made it in time (using grayscale UV texture maps on a 3D model to distribute a fixed amount of weight across model vertices for use in a physics simulation -- ex. a hammer weighs X but the metal part is much heavier than the wooden handle) but again was literally just making things up out of thin air to have something to contribute LOL
- mysterydip 3y agoThat's great, thanks for sharing!