I do not have any recommendations that go over this kind of stuff. I kind of just figured it out as I went along. I am using Jolt physics and generating a static triangle mesh for the models and then I am using the raycasting from Jolt physics with the narrow phase to get the point of hit with the ray. For building the convex mesh from the points for visualization as well as determining which points are redundant, I am using the quickhull library. I am using ultralight for the UI with html/css/js.
Neat! I hear you're listening to lofi girl hip hop :P
very cool do you have resources for this stuff id like to make something similar
I do not have any recommendations that go over this kind of stuff. I kind of just figured it out as I went along. I am using Jolt physics and generating a static triangle mesh for the models and then I am using the raycasting from Jolt physics with the narrow phase to get the point of hit with the ray. For building the convex mesh from the points for visualization as well as determining which points are redundant, I am using the quickhull library. I am using ultralight for the UI with html/css/js.