What to Know: 1) Project the position of the point onto the plane defined by the three points of the triangle. Code: The trick here is to project the input vector to the plane of the colliding ...
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An explanation of how Quake, and other games like it, use this revolutionary data structure to stop the player from walking through ... 1) Project the position of the point onto the plane defined by the three points of the triangle.
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- Code: The trick here is to project the input vector to the plane of the colliding ...
- An explanation of how Quake, and other games like it, use this revolutionary data structure to stop the player from walking through ...
- 1) Project the position of the point onto the plane defined by the three points of the triangle.
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