| lxnyce November 16, 2001, 05:17 PM |
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Gotta agree with everyone else. It seems fast, but it's only 2 sphere's. The sub division seems really good though, but still not enough to consider this thing realtime. I experimented with bresenham lines over a 2d grid like 2 months ago, and the improvements I saw were amazing. In the end, I got around 6fps at 100x100 resolution with reflections (no shadows yet though, got lazy) rendering with over 500+ orthogonal texturemapped polygons in opengl on a celeron 400, tnt2. I know what you are saying, 100x100 ain't nothing. Thats true, but I wasn't using any subdivision at the time. Think of it, I could hit almost the same performance at 800x800 by using an 8x8 sampling. Of course, I would have to throw in more rays to reduce blockiness, but who cares for now. There were planned improvements though, such as a 3d bresenham routine and more primitives, but I fell off the project to pursue another. I wasn't developing it primarily for raytracing though. Raytracing is the perfect visibility scheme(my opinion). I believe that once someone implements the 3d bresenham routine (there have been implementations, just none for gaming purposes), it would be the best way to go. Hey Kurt, you should have a new contest to see who can make the fastest/best looking raytracer.
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