@Ethanthegrand14 is so cool for this: Super Optimised Pixel Raytracer with Textures! (120+ FPS!)
Don’t read my thread go to this one.
Okay so I really hate to drag this post on and keep bumping it, but I don’t really have a place to post updates so this reply will serve as a board for me to add stuff as it is found.
From this point forward all updates will be added as edits to this reply so that this board can stay as clean as possible, thanks for your patience.
Updates:
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Raycasts are not as expensive as you think! I found this out by mimicking raycast results with a simple table of pure results. I found that with these static results performance was only increased by about 40%. This means that 60% of the work right now is just in rendering and calculations, most of which are for the ray casts but still. It makes sense considering my paxels took this idea from a funny joke to a viable pixel filter for games. What needs to be managed now is optimizing the renderer. I need to find a way to set each pixel in a faster, less loopy manner. I believe making the renderer more efficient is the only way to proceed, if I can get it to a better order then I can reiterate my calculations, maybe even make them less expensive. [11/5/20 - 1:54am]
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I’ve added transparency! It took me so long to figure out all of the color combining and everything, I’m so glad it’s done with.

Thank you to this post for basically solving my issue with the colors. Fixed bug where overlapping transparencies would infinite loop! -
Added fog as well as the sun. When
Skyboxis enabled you’ll be able to see the sun, and now you can alter fog settings. -
Upgraded the sun. I made the sun look a little bit better.
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Implemented @Ethanthegrand14’s reflectance!! Now mirrors are a simple click away, and it’s very cost efficient!



