Small issue in readme.md & question #3
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Hey Marc, Thanks for the interest and for reporting the issue. I fixed it just now. As for the intersection queries, I didn't mean for them to be used for collision honestly. I was thinking about the stuff an editor might need, not a game, like the ray query which would be used to select faces/brushes. In general the idea is that tiny_csg is used to power a level editor or generator; the generated geometry is then exported to some file format and/or loaded into your own data structures, which do the collision checks and rendering and the rest. tiny_csg just takes care of.. well, the CSG. The only query that is actually needed for the working of the CSG algorithm is the box/box query. The rest is just convenience stuff I added for the benefit of people implementing editors... for the following reason: I plan to accelerate querying at some point using some kind of BVH, so I thought how would I make the BVH available to a user implementing an editor... (so they don't have to maintain their own BVH for their own queries). I decided not to expose any details about a BVH, and rather just implement common queries I guessed would be needed in an editor context. Maybe that wasn't a good choice though, since I would like to keep the library focused on only doing just the CSG. |
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Hey,
there is a small issue in the "Intersection queries" section of the readme. It states that the query* methods are on brush_t while they are on world_t.
Speaking of intersection queries. Any chance you want to add a swept box query? Would be great for old school character controller movement without using an additional physics engine ;)
Keeping an eye on this project 👍
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