Original Post
Hi guys. I am currently reading "Game Engine Architecture" by Jason Gregory. While reading through the 3d math chapter, Gregory talks about how most game engines represent planes. Generally they are represented by a normal vector and distance from the origin like so [(vx vy vz) d] This is a little confusing to me however. Imagine you have a 2 planes, p1 and p2. Imagine that the d value for both planes is 5. Both planes are also oriented in the same exact direction. How would I represent a plane that is behind the origin and one that is in front? It is entirely possible to have to planes with the same orientation and magnitude but with different positions in 3d space. How would I account for this with the proposed structure? Thanks in advance!