Raytracy Bird!
i need to fixed my cylinders for some reason they are see through

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EXPECTATIONS
"I'm Dorothy Gale from Kansas"
I'd rather be in outer space 🛸

Love Begins
NASA
Today's Document

pixel skylines

shark vs the universe

tannertan36
Xuebing Du

JVL

bliss lane
taylor price

oozey mess
Misplaced Lens Cap
RMH
Mike Driver

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@mikeplusplus
Raytracy Bird!
i need to fixed my cylinders for some reason they are see through
After
Been working more on the rendering. Got things to be more physically based and worked on having multiple lights andddd added some AA but its too slow soooo no AA for now
Before
My 2020 Halloween jam game that for some reason didn’t get fully submitted
Finally decided to implement Debug lines for the BVH's in my engine one of the awesome things about raytracing is that due to the nature of me shooting rays from the camera... drawing these lines actually improves the framerate
I also have no clue why my BVH is so inconsistent :’(
A Top-down game that uses the top!
Finally getting to test out this idea i’ve had :)
yay for animations!!!
some mo ish
temporarily gave up on animations now might have to do a totes diff animation system but yeah just gonna try out some level designy stuff right now
upd8
animation programming is still hard
esp if raytraced and can’t do typical stuff you see in books
gave a talk on raytraced geometry last saturday andddd finally announced shiny afro man!
much progressing, things are
spent the past month doing a thing.
said thing made me realize how badly I understood Entity Component Systems
said lack of understanding made me spend lots of time re-structuring my engine
still trying to figure out how to properly use finite state machines within an ECS
also yay my engine now has some form of a gui
Engine Upd8.... dontfeellikedoignavideo
So for the past week I’ve been working on integrating the Ray-Bilinear patch algorithm seen here: http://www.realtimerendering.com/raytracinggems/unofficial_RayTracingGems_v1.4.pdf#0004286893.INDD%3Ab978-1-4842-4427-2_8%3A171 into my engine.
So basically, ever since the dawn of 3D gaming, every 3D model you’ve ever seen in a game is basically a conglomeration of triangles. Yet usually when you open up a 3D modeling program, you’ll notice that you’re often modeling in these quad patches. ie.
And then usually a game engine or some tool will take these quads and “triangulate” them such that 1 quad will = 2 triangles. Now this works wonderfully for a typical raster-based game but since my engine is purely ray-traced, it means that in many cases it can double the amount of intersection test i need to do. But with this quad-based approach, i can replace 2 ray-triangle intersection test with 1 ray-quad intersection test. The results so far arrrre below!
Triangulated Mesh (53.5 FPS):
Same mesh using the new Ray-Bilinear patch (65.2FPS):
Also I finally made the choice to store per-vertex normals and uvs (i originally planned for this to be a  flat-shaded texture-less game, it’s still most likely gonna be textutre-less but just incase i’ll let the vertexes have UV’s) and implemented phong shading
Ray-Blinear + Phong (59.6 FPS):
The last one is still quite buggy tho, it literally only looks like this when its positioned at (0,0,0) if i move it it basically like... inverts the faces so i still got some work to do on this.
but ya once i make my game using this, i could potentially be one of the first games ever whose 3D models are not triangulated?!??
Ray-traced game engine. Uses Vulkan w/Compute, Artemis ECS, Dear ImGUI, Bullet 3 - michaeljm116/PrincipiaEngine
My Engine is now up on github!
Apparently it like... actually works too?!? It doesn’t work on my PC when I use Nvidia’s latest drivers but apparently it does for people at nvidia so it might work for you too?
Video of my Global Game Jam game
Link to my game jam game which uses my engine: https://globalgamejam.org/2019/games/heaven-where-my-home