Forums WoW Modding Support Archives WoWModding Support Archives [DiscordArchive] Sure your ray detects the triangle, but how is the value calculated once you have found the triangle

[DiscordArchive] Sure your ray detects the triangle, but how is the value calculated once you have found the triangle

[DiscordArchive] Sure your ray detects the triangle, but how is the value calculated once you have found the triangle

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rektbyfaith
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07-02-2023, 11:29 AM
#11
Archived author: Nix • Posted: 2023-07-02T11:29:58.519000+00:00
Original source

<:think:822486128329883719>
rektbyfaith
07-02-2023, 11:29 AM #11

Archived author: Nix • Posted: 2023-07-02T11:29:58.519000+00:00
Original source

<:think:822486128329883719>

rektbyfaith
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07-02-2023, 11:31 AM
#12
Archived author: Nix • Posted: 2023-07-02T11:31:12.147000+00:00
Original source

also for what I'm writing about, any regular method will work for majority of all triangles until they get elongated. This is the particular place where typical traditional checks fails.
rektbyfaith
07-02-2023, 11:31 AM #12

Archived author: Nix • Posted: 2023-07-02T11:31:12.147000+00:00
Original source

also for what I'm writing about, any regular method will work for majority of all triangles until they get elongated. This is the particular place where typical traditional checks fails.

rektbyfaith
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07-02-2023, 11:31 AM
#13
Archived author: Nix • Posted: 2023-07-02T11:31:29.468000+00:00
Original source

With the obvious exception that if you do an actual ray and simulate it, that should fix it too
rektbyfaith
07-02-2023, 11:31 AM #13

Archived author: Nix • Posted: 2023-07-02T11:31:29.468000+00:00
Original source

With the obvious exception that if you do an actual ray and simulate it, that should fix it too

rektbyfaith
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07-02-2023, 11:33 AM
#14
Archived author: Adspartan • Posted: 2023-07-02T11:33:39.590000+00:00
Original source

because I used shoot incorrectly, it's not like the ray move or anything, it's just to check if a triangle is intersected with some fancy math, admittedly idk how ray tracing works but I doubt it checks each triangle of the scene for each ray it shoots, that sounds way too expensive in that case
rektbyfaith
07-02-2023, 11:33 AM #14

Archived author: Adspartan • Posted: 2023-07-02T11:33:39.590000+00:00
Original source

because I used shoot incorrectly, it's not like the ray move or anything, it's just to check if a triangle is intersected with some fancy math, admittedly idk how ray tracing works but I doubt it checks each triangle of the scene for each ray it shoots, that sounds way too expensive in that case

rektbyfaith
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07-02-2023, 11:33 AM
#15
Archived author: Nix • Posted: 2023-07-02T11:33:52.432000+00:00
Original source

Then that sounds like a continous ray
rektbyfaith
07-02-2023, 11:33 AM #15

Archived author: Nix • Posted: 2023-07-02T11:33:52.432000+00:00
Original source

Then that sounds like a continous ray

rektbyfaith
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07-02-2023, 11:34 AM
#16
Archived author: Nix • Posted: 2023-07-02T11:34:09.922000+00:00
Original source

You find the earliest point of intersection which typically gives you T back, or time to collision
rektbyfaith
07-02-2023, 11:34 AM #16

Archived author: Nix • Posted: 2023-07-02T11:34:09.922000+00:00
Original source

You find the earliest point of intersection which typically gives you T back, or time to collision

rektbyfaith
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07-02-2023, 11:34 AM
#17
Archived author: Nix • Posted: 2023-07-02T11:34:51.872000+00:00
Original source

You can then as you say, use your movement vector and forward it with the speed and time to find the exact point of collision
rektbyfaith
07-02-2023, 11:34 AM #17

Archived author: Nix • Posted: 2023-07-02T11:34:51.872000+00:00
Original source

You can then as you say, use your movement vector and forward it with the speed and time to find the exact point of collision

rektbyfaith
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07-02-2023, 11:35 AM
#18
Archived author: Nix • Posted: 2023-07-02T11:35:20.195000+00:00
Original source

Typically done using SAT (Single Axis Theorem)
rektbyfaith
07-02-2023, 11:35 AM #18

Archived author: Nix • Posted: 2023-07-02T11:35:20.195000+00:00
Original source

Typically done using SAT (Single Axis Theorem)

rektbyfaith
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07-02-2023, 11:35 AM
#19
Archived author: Nix • Posted: 2023-07-02T11:35:55.007000+00:00
Original source

Anyway, my point wasn't to say Noggit does it wrong, just to highlight that if any such issues occur with elongated triangles, BTI is an option
rektbyfaith
07-02-2023, 11:35 AM #19

Archived author: Nix • Posted: 2023-07-02T11:35:55.007000+00:00
Original source

Anyway, my point wasn't to say Noggit does it wrong, just to highlight that if any such issues occur with elongated triangles, BTI is an option

rektbyfaith
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07-02-2023, 11:36 AM
#20
Archived author: Adspartan • Posted: 2023-07-02T11:36:13.623000+00:00
Original source


[Image: elon.png?ex=690c882d&is=690b36ad&hm=722d...81090a0bf&]
rektbyfaith
07-02-2023, 11:36 AM #20

Archived author: Adspartan • Posted: 2023-07-02T11:36:13.623000+00:00
Original source


[Image: elon.png?ex=690c882d&is=690b36ad&hm=722d...81090a0bf&]

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