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2017-01-07sparkler: prefer *.5 to / 2Vito Caputo
Multiplies tend to be less costly
2017-01-07sparkler: fix parens typo in draw_pixelVito Caputo
Stride needs to be considered as part of width, this is wrong, funnily none of my test systems exposed it.
2017-01-03ray: remove vestigial ray_scene.h includesVito Caputo
2017-01-02roto: add TODO comment about faster lerp_color()Vito Caputo
2017-01-02roto: skip lerp of identical colorsVito Caputo
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.
2016-12-30roto: bilinear interpolation of texture colorsVito Caputo
This implements anti-aliasing, no more jaggies! Still 100% software rendering, fixed point arithmetic. Maybe add zooming with mipmaps next?
2016-12-30roto: move initialization to shared functionVito Caputo
reduce some of the silly duplication across 32/64 versions.
2016-12-30roto: some fixed point macro cleanupsVito Caputo
2016-12-21ray: eliminate benign compiler warningsVito Caputo
2016-12-13ray: introduce a rudimentary ray tracerVito Caputo
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.
2016-12-13sparkler: introduce a particle systemVito Caputo
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.
2016-12-13roto: add modular forms of original rendererVito Caputo
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