Previously we began learning how to turn a mouse click into a raycast. Today we will continue that subjects and learn how to determine where in a 3d plane that ray intersects or collides. This is an important step since most intersection algorithms start with Ray to Plane before determining if there is a collision/intersection of any specific shape.
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### Links of Interest
Math for Game Developers - Bullet Collision Part 3 (Line/Plane Intersection)
[ Ссылка ]
Math for Game Developers - Bullet Whizzes (Projections)
[ Ссылка ]
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GitHub :: [ Ссылка ]
Patreon :: [ Ссылка ]
Tumblr :: [ Ссылка ]
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