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Aug 3, 2014 at 20:07 comment added SmartK8 But still thank you for you answer. Technically it works and is correct. But just not feasible for me.
Aug 3, 2014 at 19:46 comment added SmartK8 Hi, the grid traversal is exactly for the purpose of optimizing thousands of line intersections all over the grid. This cannot be solved by thousands of line intersections. I have a map in a game with ground lines that player cannot cross. There can be thousands of these. I need to determine which one to calculate expensive intersection for. To determine these I only want calculate the intersections of those in line of player movement (or light from light source). In your case I would need to determine intersections with ~256x256x2 line segments each round. That would not be optimized at all.
Aug 3, 2014 at 16:40 history answered Tom 'Blue' Piddock CC BY-SA 3.0