{"action":"closed","issue":{"url":"https://api.github.com/repos/bulletphysics/bullet3/issues/3","repository_url":"https://api.github.com/repos/bulletphysics/bullet3","labels_url":"https://api.github.com/repos/bulletphysics/bullet3/issues/3/labels{/name}","comments_url":"https://api.github.com/repos/bulletphysics/bullet3/issues/3/comments","events_url":"https://api.github.com/repos/bulletphysics/bullet3/issues/3/events","html_url":"https://github.com/bulletphysics/bullet3/issues/3","id":15583689,"number":3,"title":"Support GPU ray cast","user":{"login":"erwincoumans","id":725468,"avatar_url":"https://avatars3.githubusercontent.com/u/725468?v=4","gravatar_id":"","url":"https://api.github.com/users/erwincoumans","html_url":"https://github.com/erwincoumans","followers_url":"https://api.github.com/users/erwincoumans/followers","following_url":"https://api.github.com/users/erwincoumans/following{/other_user}","gists_url":"https://api.github.com/users/erwincoumans/gists{/gist_id}","starred_url":"https://api.github.com/users/erwincoumans/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/erwincoumans/subscriptions","organizations_url":"https://api.github.com/users/erwincoumans/orgs","repos_url":"https://api.github.com/users/erwincoumans/repos","events_url":"https://api.github.com/users/erwincoumans/events{/privacy}","received_events_url":"https://api.github.com/users/erwincoumans/received_events","type":"User","site_admin":false},"labels":[{"id":89503881,"url":"https://api.github.com/repos/bulletphysics/bullet3/labels/new%20feature","name":"new feature","color":"009800","default":false}],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":6,"created_at":"2013-06-15T00:20:23Z","updated_at":"2018-02-03T04:52:22Z","closed_at":"2018-02-03T04:52:22Z","author_association":"OWNER","body":"GPU accelerated ray casting should be added. \n\nIt can be used for picking, line-of-sight queries and graphics related queries (shadow generation, ray tracer etc). There is a basic demo as a starting point. It supports GPU ray cast against spheres. It needs to be extended to support all collision shapes.\n"}}
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