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. -- GitLab