Quote:Original post by Dave Eberly
Quote:Original post by bzroom
The ray casting should accept a world space ray (origin and extent) and return the first intersection point along that ray.
This depends. For example, you might want your character to walk into a shallow pond of water. If you store only the first intersection along the ray, you'll have your character walking on water. Well, maybe that is what your game is about.
Flags. The water is not tagged as "ground" and therefore is early rejected in the ray test.
A small epsilon will eliminate the neighboring triangles issue.
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Ray casting everything can be expensive.
Somewhat, but not really. Not if you have spatial partitioning and dont search models that you did not remotely intersect.
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Moreover, you are not guaranteed to avoid a collision. You hope is that the probability of missing a collision when there is one is small.
I have no idea what you mean by this.
You're making things way too complicated.