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author | Michael Alexsander Silva Dias <michaelalexsander@protonmail.com> | 2019-07-23 21:06:12 -0300 |
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committer | Michael Alexsander Silva Dias <michaelalexsander@protonmail.com> | 2019-07-23 21:06:12 -0300 |
commit | 12ae7a4c02c186e9f136a7d4a8ea9f6f4805f718 (patch) | |
tree | 651c46fba45ed19736d265502dacaa8c938b9f35 /servers/physics_2d | |
parent | 06a6507751f5899a590a1c67915890550e5a2793 (diff) |
Update some dead links in the codebase
Diffstat (limited to 'servers/physics_2d')
-rw-r--r-- | servers/physics_2d/broad_phase_2d_hash_grid.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/physics_2d/broad_phase_2d_hash_grid.cpp b/servers/physics_2d/broad_phase_2d_hash_grid.cpp index 1bbb50c974..6dd19c2868 100644 --- a/servers/physics_2d/broad_phase_2d_hash_grid.cpp +++ b/servers/physics_2d/broad_phase_2d_hash_grid.cpp @@ -673,7 +673,7 @@ public IEnumerable<Point3D> GetCellsOnRay(Ray ray, int maxDepth) // "A Fast Voxel Traversal Algorithm for Ray Tracing" // John Amanatides, Andrew Woo // http://www.cse.yorku.ca/~amana/research/grid.pdf - // http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf + // https://web.archive.org/web/20100616193049/http://www.devmaster.net/articles/raytracing_series/A%20faster%20voxel%20traversal%20algorithm%20for%20ray%20tracing.pdf // NOTES: // * This code assumes that the ray's position and direction are in 'cell coordinates', which means |