Background on what I'm using Raycasting for:
I've implemented dynamic shadowing in the XNA Platformer tutorial (XNA 3.1 tutorial that I moved to 4.0, with Farseer 3.1), and am trying to use raycasting to optimize the number of triangles needed to be drawn by the graphics card, since my fairly beefy
machine got bottle-necked quite quickly trying to do large radius lights on the GPU, with lots of room to spare on the CPU.
My questions are:
1. What exactly is the "float fraction" for? I seemed to have picked up that it relates to how far it tries to test the ray in relation to the original vectors passed in, is this correct?
2. Is there a particular order in which objects get hit by the ray?
Assuming A is the start Vector2, and B is the end Vector2. When A is below and to the left of B, objects C and D (with C being closest to A) in the path of the ray, D is hit first. But when I account for this and use only the LAST object hit by the ray,
when A is above B, the rays will "flicker" (I'm drawing them every frame, from A to Vector2 "point" returned from the last object hit) between objects C and D.
3. If this is a problem with 3.1, does 3.2 resolve this, and is it considerably easier to migrate a simple project from 3.1 to 3.2 than it was 2.x to 3.0?