I want to check intersection of a vector with world cubes.
If I was to test every world cube for intersection, it would be more steps than just starting from the camera and traveling along the vector until the first intersection is found. But, it is possible to miss a cube if the ray only intersects with tiny slice of a corner of that cube if the step is too high.
Anyway don't worry about it. I'll google it.
Update:
All the stuff I find is for testing if ray and AABB intersect. That is counter intuitive to me since we do not know which AABB to test for and looping all of them, or even fraction of them would be way too many. I want rather to travel along the ray and see what AABBs are getting intersected, something like Bresenham's line generation but in 3D. But it does take input parameter 'Resolution' so I'm not nuts. In fact:
So there it is. I want to know how it would return all the points and not just "most of".For the mathematically challenged (meaning me, until I looked it up), Bresenham's algorithm is a neato and efficient way to enumerate all of (actually "most of") the points between two endpoints.
Also, don't worry about it. I'll google it. It's just that keeping a journal helps
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