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if you just type `gameInstance.raycastVoxels()` it will default to using the current main camera position and direction, and default distance of 10, and epilson of `1e-8`
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if you just type `gameInstance.raycastVoxels()` it will default to using the current main camera position and direction, and default distance of 10, and epsilon of `1e-8`
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you will get back an object with the precise position, voxel position, direction, face normal and voxel value of the voxel that you intersected, or `false` if there was no collision
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@@ -305,11 +305,11 @@ this should be generated by something like this:
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var length =5, width =5, depth =5
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var start = [10, 10, 10]
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var voxels =newInt8Array(length * width * depth)
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var idx =
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for(var z = start[2]; z < depth[2]; ++z)
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for(var y = start[1]; y < height[1]; ++y)
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for(var x = start[0]; x < length[0]; ++x, ++idx) {
@@ -336,7 +336,7 @@ var clearInterval = game.setInterval(function() {
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// later we can stop the interval by calling clearInterval()
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```
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Will achieve the same thing although now when the game's frame rate drops the `jump()`funciton won't be called repeatedly and the object will jump at the desired frequency.
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Will achieve the same thing although now when the game's frame rate drops the `jump()`function won't be called repeatedly and the object will jump at the desired frequency.
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