superjer.com— I really kind of blew myself away when I had this working in well under 48 hours. It was just so fun I couldn't stop coding it! You know?! Check out the pics, video and even the source code.
Feb 20, 2007View in Crawl 4
Thanks for the code, i've actually started with c just to code a raytracer but never managed to get the ray intersection code working :(I wish you had saved all the incremental builds as well.
Simple ray tracing like this is actually very easy to do, it can just seem intimidating to beginners. Once you program the ray-object intersection tests the rest of the code is just simple high school geometry. Producing images like this can be done easily in a day or two, the real work is in optimization.
@dilona => OS X with the latest g++. My executable is == 8.4MB ==@navaburo => g++/Cygwin/WinXP == 26kB==@loconet => linux ==25kB==@cs322 => Windows, VS2005 ==28kB==so.. OS X has some pretty lame compiler or @dilona made some serious mistake somewhere
Dugg because while easy its nice to see stuff where people have the code and a visual diary. I still have the code for my Maze generation and solving software hanging around. Even ported it to my phone (was in Java) once when I was bored. Kudos to him.Works pretty well. I might play around with it later.
Ray tracing by itself is extremely old school and lacking in a lot of areas, I would much rather see real time photon mapping in a game, now that would kick ass.
Very cool blog post. It's fun to see the shots of him putting this stuff together, and the little mistakes and fixes he does along the way. That's what I love about coding.Here's a great tidbit from the article.> If things really come together I'll merge all this functionality into my game engine, and have a "take ray-traced screen shot" button or something kick-ass like 'at!How cool would it be if your favorite games had this feature?! or at least an "uber-high-detail-render-screen-shot".
exactly what i'm saying: such "speedcoding" results in messy code. retrofitting modularity is a hard thing to do, and will lead to much code rewriting. this - among other things (like the scope of functionality) - makes it no "good application" but a proof of concept to me.oh, and: no updates so far, how's it coming along? ;)
unless they're using it as a means to teach other concepts. One of the classes I took had us spending 10 weeks to write a raytracer, but was teaching us linear algebra at the same time.
burkeFeb 21, 2007
See, you probably don't realize, but this is what Digg *was* until around the time you got here. I think we have very different fixes in mind.
rendeFeb 21, 2007
Thanks for the code, i've actually started with c just to code a raytracer but never managed to get the ray intersection code working :(I wish you had saved all the incremental builds as well.
almadielFeb 21, 2007
Simple ray tracing like this is actually very easy to do, it can just seem intimidating to beginners. Once you program the ray-object intersection tests the rest of the code is just simple high school geometry. Producing images like this can be done easily in a day or two, the real work is in optimization.
tuzzielFeb 21, 2007
@dilona => OS X with the latest g++. My executable is == 8.4MB ==@navaburo => g++/Cygwin/WinXP == 26kB==@loconet => linux ==25kB==@cs322 => Windows, VS2005 ==28kB==so.. OS X has some pretty lame compiler or @dilona made some serious mistake somewhere
boyterFeb 21, 2007
Dugg because while easy its nice to see stuff where people have the code and a visual diary. I still have the code for my Maze generation and solving software hanging around. Even ported it to my phone (was in Java) once when I was bored. Kudos to him.Works pretty well. I might play around with it later.
splineclFeb 21, 2007
Ray tracing by itself is extremely old school and lacking in a lot of areas, I would much rather see real time photon mapping in a game, now that would kick ass.
Closed AccountFeb 21, 2007
Very cool blog post. It's fun to see the shots of him putting this stuff together, and the little mistakes and fixes he does along the way. That's what I love about coding.Here's a great tidbit from the article.> If things really come together I'll merge all this functionality into my game engine, and have a "take ray-traced screen shot" button or something kick-ass like 'at!How cool would it be if your favorite games had this feature?! or at least an "uber-high-detail-render-screen-shot".
bradshFeb 21, 2007
@ thekidder: for the love of god, stop using imageshack. how many times must we lose an image to "high bandwidth" before we find a new service?
thecorroboratorMar 9, 2007
This amazing, great work!!!
mistersJul 21, 2007
exactly what i'm saying: such "speedcoding" results in messy code. retrofitting modularity is a hard thing to do, and will lead to much code rewriting. this - among other things (like the scope of functionality) - makes it no "good application" but a proof of concept to me.oh, and: no updates so far, how's it coming along? ;)
evilstickmanDec 29, 2007
unless they're using it as a means to teach other concepts. One of the classes I took had us spending 10 weeks to write a raytracer, but was teaching us linear algebra at the same time.