realtime raytracing

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netpipe
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realtime raytracing

Post by netpipe »

Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
netpipe
Posts: 674
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: realtime raytracing

Post by netpipe »

found another realtime raytracer https://github.com/netpipe/OpenGL-Demos ... er-engilas and ported it but the movement keys still not working for some reason.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
netpipe
Posts: 674
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: realtime raytracing

Post by netpipe »

https://github.com/netpipe/OpenGL-Demos ... /RTSG3.cpp has scenegraph and basic obj loader with bumpmap but i found out they cant have shadows in realtime so i've gotta do something else there.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
netpipe
Posts: 674
Joined: Fri Jun 06, 2008 12:50 pm
Location: Edmonton, Alberta, Canada
Contact:

Re: realtime raytracing

Post by netpipe »

Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
chronologicaldot
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Re: realtime raytracing

Post by chronologicaldot »

Interesting stuff. I remember doing a raytracer with Irrlicht. Mine was CPU-based and extra limited by my poor old dino PC that I ran it on back in the day, but I did have multiple reflections, IOR, shadows, and even some weird edge blooming effect I wanted to add.

What would you like to do with your find?
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