Age | Commit message (Collapse) | Author |
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trivial per-particle savings
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Multiplies tend to be less costly
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Stride needs to be considered as part of width, this is wrong,
funnily none of my test systems exposed it.
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With the current checkerboard pattern the majority of the interpolation
being performed is pointless.
Of course with a more complex texture this won't be as beneficial, but for
now it makes a significant FPS improvement.
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This implements anti-aliasing, no more jaggies!
Still 100% software rendering, fixed point arithmetic.
Maybe add zooming with mipmaps next?
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reduce some of the silly duplication across 32/64 versions.
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My first ray tracer, it only has spheres, planes, and point light sources.
No texture mapping, no soft shadows, no global illumination.
This is all very basic right now, the camera movement is simple and boring, but
sufficient for further development and optimization.
I made some effort to support multiple CPUs, it should detect the number of
CPUs in the system and use enough pthreads to keep them busy.
Jacco Bikker's tutorial on flipcode was the original impetus to do this, and
definitely served as a guide early on.
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A while ago I made this particle system on SDL, and had the beginnings of
an octree implemented within it, but never finished actually using the
octree to accelerate the proximity searches.
This now has the octree completed and of course more particle interactions now
that neighbors could be found more quickly.
The simulation somewhat resembles a fireworks display. Every particle is drawn
as a single pixel. The visual effect is dominated by spontaneously spawned
rockets which explode into thousands of particles accompanied by bursts that
thrust particles away from the explosion radially in an expanding sphere
resembling a shock wave. When the shock wave happens to strike another rocket,
it explodes, resulting in another shock wave. This can produce spectacular
chain reactions, so it's worth running for some time and seeing what transpires.
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