A key issue in any physics (or interaction) engine is how to quickly determine what is/isn't intersecting. That's where the simple classic sort & sweep algorithm comes into play. We talk about how the algorithm works, why it's effective, and set up the framework for implementing it.
Starting code: https://github.com/BennyQBD/3DGamePro...
Finished code: https://github.com/BennyQBD/3DGamePro...
Line-by-line code change breakdown: https://github.com/BennyQBD/3DGamePro...
Base code: https://github.com/BennyQBD/CGFX5
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A very special thanks to my most devoted supporters for making this video possible:
Thundzz (Yacine)
Andreas Nordh
ExemptAK
zatrik
matthew motsinger
Galymzhan Sh
Jonas Svedberg
Walter Cardozo
Mel Florance