From b281f17958f0ebb43c366dd10c53b06247455933 Mon Sep 17 00:00:00 2001
From: Lars Frost <larsf@fsmpi.rwth-aachen.de>
Date: Thu, 4 Jul 2024 21:23:15 +0200
Subject: [PATCH] Mention shape casting

---
 leitfaden.typ | 1 +
 1 file changed, 1 insertion(+)

diff --git a/leitfaden.typ b/leitfaden.typ
index 53e5a01..19af313 100644
--- a/leitfaden.typ
+++ b/leitfaden.typ
@@ -111,6 +111,7 @@ However, it is much more efficient to use one or multiple simple shapes (spheres
 
 Even games that have no physics interaction can need colliders, f.e. to determine which object is selected on a mouse click.
 The task of determining what colliders a ray (a line going from a point in one direction) will intersect is called _Ray Casting_.
+When trying this for a collider, it is called _Shape Casting_.
 
 *Game engine*#h(1em)
 The game engine loads required assets on startup and then enters the main loop.
-- 
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