In hindsight, I really had no idea what I was talking about (especially regarding performance with large amounts of polygons) but the math did end up seeming to be good; I actually went back a couple years ago and took parts of it for some other 3D projection / line-plane intersection thing I made and it still worked. Super cool experience either way being given an opportunity so young and seeing it come to life!
I had another idea for a Gems 2 article that never made it in time (using grayscale UV texture maps on a 3D model to distribute a fixed amount of weight across model vertices for use in a physics simulation -- ex. a hammer weighs X but the metal part is much heavier than the wooden handle) but again was literally just making things up out of thin air to have something to contribute LOL
In hindsight, I really had no idea what I was talking about (especially regarding performance with large amounts of polygons) but the math did end up seeming to be good; I actually went back a couple years ago and took parts of it for some other 3D projection / line-plane intersection thing I made and it still worked. Super cool experience either way being given an opportunity so young and seeing it come to life!
I had another idea for a Gems 2 article that never made it in time (using grayscale UV texture maps on a 3D model to distribute a fixed amount of weight across model vertices for use in a physics simulation -- ex. a hammer weighs X but the metal part is much heavier than the wooden handle) but again was literally just making things up out of thin air to have something to contribute LOL