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This repository has been archived by the owner on May 1, 2024. It is now read-only.
The current reflection algorithm is a pure brute force. The ray is traced until it hits a mirror, and then the angle after reflection is calculated using inverse trigonometric functions.
Using equation of line and some geometry, this algorithm can be obviously optimised and result in a much smoother gameplay.
The text was updated successfully, but these errors were encountered:
@avalan4e57 I'm busy with other projects atm and hence I added up-for-grabs tag for other people to contribute. People initiall show interest but unfortunately, forget about the project completely 😕
The current reflection algorithm is a pure brute force. The ray is traced until it hits a mirror, and then the angle after reflection is calculated using inverse trigonometric functions.
Using equation of line and some geometry, this algorithm can be obviously optimised and result in a much smoother gameplay.
The text was updated successfully, but these errors were encountered: