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Slime wrote:
>> Er... yeah, that's not terribly good. ;-)
>>
>> Do a quick google for "ray triangle intersection". There are several
>> methods for doing this kind of thing, some of them highly optimised.
>
> That tends to give results for a 3D problem, whereas my problem is 2D.
Many of the methods work for 2D as well though.
But now I'm curious... the cross product is only defined for 3D vectors,
but you said you used a lot of cross products?
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