I implemented a different type of shape casting yesterday. The most common way, to my knowledge at least, is to do it with conservative advancement: 1) Run the GJK algorithm to find closest point to the origin in configuration space 2) Use the distance and angle to compute a safe estimate to move (cast) the configuration space object towards the origin, in the cast direction. 3) Repeat until below a certain threshold, or the direction to the origin is pointing away from the cast direction (in which case it is a miss). Even though this is an iterative method, relying of GJK, which in itself is iterative, this is actually pretty fast, because it converges quickly, like two or three iterations and you can benefit from warmstarting GJK with the simplex from the previous iteration. However, there is a completely different method, which I thought I came up with, but after googling it for a while it seems Jay Stelly has mentioned similar methods before across the Bullet and MollyRocket f
A game technology blog with focus on physics. I'm the co-creator of mobile games Smash Hit, PinOut, Does not Commute, Granny Smith, Beyondium and Sprinkle. Twitter handle: @tuxedolabs