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Gered 0c44efc93c use our own ray-to-box intersection test instead ...
libgdx's own Intersector doesn't seem to behave in *exactly* the same
manner apparently. not going to spend any time with this since I already
ported my own code to do the exact same thing anyway and it does behave
how we want it to.
2013-11-28 12:28:30 -05:00
src/main/java/ca/blarg/gdx/tilemap3d use our own ray-to-box intersection test instead ... 2013-11-28 12:28:30 -05:00
.gitignore update ignore filter 2013-11-18 19:04:48 -05:00
build.gradle add build.gradle 2013-11-18 19:04:39 -05:00
README.md Create README.md 2013-08-10 10:38:23 -04:00

gdx-tilemap3d

A work-in-progress library to handle management and rendering of a game world composed of 3D "tiles" arranged in a uniform 3D grid. Tiles can be composed of just simple 1x1x1 cubes or separate models scaled, rotated, and/or combined at runtime to arrive at a final Tile model mesh.

This is very much still a work-in-progress!