© The Author(s), under exclusive license to APress Media, LLC, part of Springer Nature 2023
K. Sung, G. SmithBasic Math for Game Development with Unity 3Dhttps://doi.org/10.1007/978-1-4842-9885-5_2

2. Intervals and Bounding Boxes

Kelvin Sung1   and Gregory Smith2
(1)
Bothell, WA, USA
(2)
Caldwell, ID, USA
 
After completing this chapter, you will be able to
  • Use Unity to work with positions in the 3D Cartesian Coordinate System

  • Program with intervals along the three major axes

  • Define axis-aligned bounding areas in 2D and axis-aligned bounding boxes (AABB) in 3D

  • Determine if a position is inside of an axis-aligned bounding area or box

  • Approximate inter-object collision using AABBs

  • Compute the intersection of two AABBs

  • Appreciate the strengths and ...

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