In games, you don't actually calculate the exact shortest distance between skew lines for collision. Ayya, you check if two capsules (like lines with thickness) are overlapping using vector math and a distance threshold—much faster for real-time. We use the dot product and squared distances to avoid slow square root operations. So the "real problem" is avoiding the expensive perfect math, bagundi. I learned this the hard way when my character's sword missed because my code was too accurate but too slow.
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