A technique for using rays to determine points of intersection. Often used in lighting simulation.
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1answer
60 views
box2d raycast filter category
I am trying to filter a category in my ray casting (jBox2D within libGDX), which should return the closest object that does not belong to the category LEVEL0. I've tried a plethora of approaches, but ...
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17 views
bounding box of objects reflected in a surface
I'm interested in a subset of ray-tracing functionality. Specifically, I have a mirror surface (specified as some bidimensional surface, as of yet with no specified implementation, maybe some ...
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46 views
How to identify whether the boundingvolume intersects with walls or floor when it doesnt return normals?
My game in jMonkey is the kind that use will have to place objects in a scene (which consist of walls and slabs and floor). All my models are centered at origin. When the user click a point I use ray ...
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1answer
82 views
How to place an object so that it does not overlap the objects in my scene?
In my game, the user has to click at a point to place an object (mesh). I can cast a ray and find the horizontal point where the object can be translated and then attached to rootNode to display it. ...
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96 views
LWJGL Mouse picking when camera rotated
I have third person camera in my game and I have mouse picking which works not so good. It works good only when yaw rotation is lesser than ~75 if yaw is greater than 75 then it fails.. Here is video ...
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46 views
Corona SDK Live RayCasting
I'm looking for help involving rayCast in Corona SDK. If you haven't see it here's a link talking about it along with a demo. WEll in the demo you tap on a space and the ray is recasted and bounced if ...
0
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1answer
107 views
Volume raycaster problems HLSL
Hi this is my first question here so if I fail to include some necessary piece of information please dont rip my head off. ^^
I can't seem to get my volume raycaster to workt properly. I've been ...
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67 views
Android Screen-World Raycasting using GLU.gluUnProject method glitch?
I had been using GLU.gluUnProject to translate coordinate from 2d screen to world.
I found it odd and frustrating because for some reason using the method results in
unpredicted values.
I included ...
4
votes
3answers
191 views
How to check whether a ray cast hits a specific side of an object?
I am using Ogre3d to develop a 3d simulation/game. One task is to determine whether the user has focused the camera on a specific object. So I cast a ray from the camera to what is currently in the ...
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1answer
67 views
3D drawing precision problem. XNA
I have a simple scrolling camera positioned 2000 units about the 3D 'floor' that moves forward by 1 unit every frame and looks down on the floor at a point that also moves forward by 1 unit every ...
0
votes
1answer
205 views
How can I remove the view and projection matrix from ray position to get only the ray model?
I've got a little problem with my picking module and I need your help.
I have a method to project a ray from the camera to a fixed point when I click somewhere. The computed ray looks good, it go to ...
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votes
1answer
70 views
Ray picking gives inversed results
I'm trying to do a simple ray picking implementation to allow a user to select a cell in a grid rendered in 3D. I'm almost there, but I've ran into an issue which I can't seem to solve.
Consider the ...
3
votes
2answers
545 views
How to ray cast 2D light in a block-based game
I want to use 2D lighting that can be blocked by in-game objects. My game is block-based and has a view from the top of the flat world. Now lets say I have a 10x10 world and I place a light at 1x1 and ...
6
votes
2answers
217 views
Diagonal line of sight with two corners
Right now I'm using Bresenham's line algorithm for line of sight. The problem is I've found an edge case where players can look through walls. Occurs when the player looks between two corners of a ...
0
votes
1answer
85 views
Quick 3D sight calculation algorithm
I have a tile based board game where units move in 3D space on a 2D isometric view. When calculating attack tiles for a unit, how do I verify that they aren't shooting through a wall or a level too ...