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authorMichael Alexsander Silva Dias <michaelalexsander@protonmail.com>2019-07-23 21:06:12 -0300
committerMichael Alexsander Silva Dias <michaelalexsander@protonmail.com>2019-07-23 21:06:12 -0300
commit12ae7a4c02c186e9f136a7d4a8ea9f6f4805f718 (patch)
tree651c46fba45ed19736d265502dacaa8c938b9f35 /servers/physics_2d
parent06a6507751f5899a590a1c67915890550e5a2793 (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.cpp2
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