© Kelvin Sung, Gregory Smith 2019
K. Sung, G. SmithBasic Math for Game Development with Unity 3Dhttps://doi.org/10.1007/978-1-4842-5443-1_2

2. Intervals and Bounding Boxes

Kelvin Sung1  and Gregory Smith2
(1)
Bothell, WA, USA
(2)
Everett, USA
 
After completing this chapter, you will be able to
  • Use Unity to work with positions in the 3D Cartesian Coordinate System

  • Program with intervals along the three major axes

  • Define bounding areas in 2D and bounding boxes in 3D

  • Determine if a position is inside of a bounding area or box

  • Approximate inter-object collision using bounding boxes

  • Compute the intersection of two bounding boxes

  • Appreciate the strengths and weaknesses of bounding boxes

Introduction

This chapter begins by reviewing the Cartesian Coordinate System, ...

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