Posts: 6,419
Threads: 74
Joined: Mar 2002
Quote:Out of the question.
:rotfl:
J/K. Yes. But you need libs/asm Power.
A graphics lib won't help. In raytracing, the most time consuming activity is the maths involved in tracing the ray, checking if it intersects with an object and determining what colour each pixel should be. All that you need is a fast PSET routine.
I've seen RTRT (Real Time Raytracers) written in C or C++ for Windoze that needed big machines. It all depends on the features, tho. A raytracer with just simple stuff should be feasible, but another one with reflection, translucency and bump may not.
Anyhow, good luck
Posts: 2,020
Threads: 24
Joined: Jun 2002
out of the question? hardly. in fact, it's already been done! either antoni or entropy posted a demo here that animated 2 raytraced spheres at about 30fps on my computer.
i]"I know what you're thinking. Did he fire six shots or only five? Well, to tell you the truth, in all this excitement, I've kinda lost track myself. But being as this is a .44 Magnum ... you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?"[/i] - Dirty Harry
Posts: 77
Threads: 21
Joined: Jan 2003
Yeah, well asm for me is out of the question, so I better go back to my original topic.
However, does anybody have a 3d lib or set of routines already (other than u3d)?
Posts: 3,288
Threads: 167
Joined: Nov 2001
Quote:Yes, as far as I know, thats how it works (sorry, toonski, I meant raycasting). I've experimented with it a little, but what I'm wanting to do is build something like the JNK raycaster by Joe King. I don't get how he created the little wave tings and all that other cool 3d stuff.
He made a great tutorial regarding it. I could send it to ya is you want.
Posts: 77
Threads: 21
Joined: Jan 2003
Yeah, that would great if you could get it to me by e-mail or somethin. Thanks
Posts: 1,407
Threads: 117
Joined: Dec 2002
I posted the raytracer Toonski talks about, my contribution was to tranlate it from C (djgpp) . The original code was by Texel (a spanish guy) and was five times faster than the qb version. It had reflections, no textures nor bumpmaps,and it worked only with simple spheres. You can find it here:
http://www.geocities.com/antonigual/qbso...xelrtr.zip
(Right click and Save As... it's Geocities)
Antoni
Posts: 566
Threads: 86
Joined: Feb 2003
speaking about raytracing, I plan to integrate transparency, shadowing, bumping and reflections in the next weeks (months?) to the existing modules of the TC-Lib.
The source code for "motorbike mirrors" picture I posted here a few weeks ago will be soon available, when I have time for splitting the lib into modules...
How happy I was before signing these contracts! I could prog several hours a day, instead of a couple of minutes :bounce:
hink Global, Make Symp' All ! ®
Posts: 3,288
Threads: 167
Joined: Nov 2001
Antoni's Raytracer is as fast as anything there is. :*)
Posts: 566
Threads: 86
Joined: Feb 2003
I have to admit I don't like screen13 stuff, but it is so FAST !
hink Global, Make Symp' All ! ®
Posts: 77
Threads: 21
Joined: Jan 2003
That's some cool stuff!
Okay, back to the original topic, I think I have everything for a wireframe engine, but how can you move the camera? I just want a simple explanation with out matrices.