2026-07-01
Language: Unknown
Link: https://github.com/shrinidhitin/Calculate-Intersection-between-3-Planes
This little repo tackles a classic problem from linear algebra and 3D geometry: given three planes in space, find the single point (if one exists) where all three intersect. It's the kind of exercise that shows up in first-year engineering courses, computer graphics classes, and computational geometry tutorials — but rarely gets a clean, dedicated implementation you can just drop into a project.
Under the hood, the math is straightforward: each plane is defined by an equation of the form ax + by + cz = d, and three such equations form a 3×3 linear system. Solve it (Cramer's rule, Gaussian elimination, or a matrix inverse) and you have your point. The interesting edge cases are what make this worth writing:
A well-written solver for this problem needs to check the determinant, handle degenerate configurations gracefully, and return meaningful results rather than crashing or silently producing garbage.
Who would benefit? Students working through linear algebra homework who want to check their answers. Game developers computing corner points where three collision surfaces meet. CAD and 3D modeling hobbyists building constraint solvers. Robotics folks doing kinematics or sensor fusion involving planar constraints. And anyone teaching computational geometry who wants a minimal reference implementation to point students at.
The repo is tiny and focused — exactly the kind of single-purpose utility that's easier to understand and audit than a monolithic geometry library. Even if you end up rewriting it in your language of choice, it's a nice starting point for thinking through the edge cases.
