Those are fake reflections, without additional rays.The skybox and the sprites already have reflections in the source file while the walls are drawn with reflected pixels around the horizon (this is all raycasting, with only 2 rays for each vertical column). Still, I'm drawing each pixel individually, I think that's where the bottleneck lies, for 1080p I would need a much more efficient approach
@@FinFET I would most perfectly suggest 1 ray per pixel real 3d casting at 1080p or 4K or something around that, even the fisheye 360 projection per pixel real time casting. as GPUs can easily to over 10Grays/s
@@Jkauppa Unfortunately I don't have a dGPU, I'm working with an AMD APU (5600g), all the processing is done by the CPU for now. Not sure if it is possible to use the integrated graphics, probably yes, but I don't know anything about opengl yet
@@btplayzx2438 You could create a fork of the project on github and post you developments there, but you can also post a clip on your channel or on my reddit, facebook, instagram, what you prefer
This is literally great it works so well and smooth on my PC
Nice :)
Feels like doom game now good job bro
👏👏
have you tried 1080p or 4K, with minimal reflections or bounces, or critical re-optimizations
Those are fake reflections, without additional rays.The skybox and the sprites already have reflections in the source file while the walls are drawn with reflected pixels around the horizon (this is all raycasting, with only 2 rays for each vertical column). Still, I'm drawing each pixel individually, I think that's where the bottleneck lies, for 1080p I would need a much more efficient approach
@@FinFET I would most perfectly suggest 1 ray per pixel real 3d casting at 1080p or 4K or something around that, even the fisheye 360 projection per pixel real time casting. as GPUs can easily to over 10Grays/s
@@Jkauppa Unfortunately I don't have a dGPU, I'm working with an AMD APU (5600g), all the processing is done by the CPU for now. Not sure if it is possible to use the integrated graphics, probably yes, but I don't know anything about opengl yet
@@FinFET compute shaders, opengl or directx, or their internal specific ray tracing implementation
@@FinFET try the microsoft ray tracing samples for directx, to check how much the 5600g can push, I have that AND a RTX3060
Oh... it's like Doom 1 now... 😏
Do you want me to make some OpenGL shaders and send the new code to you?
Sure! That could be very interesting!
@@FinFET Great! But when I am finished with the shaders should I send you a screen shot to show you what the result was?
@@btplayzx2438 You could create a fork of the project on github and post you developments there, but you can also post a clip on your channel or on my reddit, facebook, instagram, what you prefer
@@FinFET Shoot! It won't run on my computer.
@@btplayzx2438 you mean the source? any error msg?
hello and how do I add a jump to the game? I understand that this is not a 3d game but it was interesting to learn about it