A bounding-volume hierarchy for in-game broad-phase collision detection
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Updated
Jun 10, 2024 - Rust
A bounding-volume hierarchy for in-game broad-phase collision detection
2d collision test for game-development in rust
Mesh-Mesh and Triangle-Triangle Intersection tests based on the algorithm by Tomas Akenine-Möller
A new quadtree capable of fast searching.
Highly Inaccurate Galaxy Simulation
A very WIP 4D collision detection library.
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