geometry
Apply Euclidean geometry to game development, rendering, and simulation — covering planes, line-plane intersections, raycasting, collision detection, bounding volumes, vectors, normals, and spatial tests. Use this skill whenever the user is working on hit detection, physics, ray-vs-mesh intersection, frustum culling, overlap tests, AABB, OBB, sweep tests, point-in-triangle, closest-point queries, or any spatial math that powers a game, physics engine, or renderer. Also triggers on "check if the ray hits", "plane equation", "find the normal of a face", "where does the line cross", "is this point inside", "detect collision", "bounding box overlap", "distance from point to plane", and any context involving vectors, dot products, cross products, or coordinate geometry applied to real-time systems.
Works with
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