I didn’t like the performance of my raytreser, and now I’m rewriting it, the pixels have been improved, now they are much simpler. Now only the lighting is done - I’ll add the shadows very soon. Next, I’ll work on raycast algorithms and that’s it!
In the plans:
AntiAliasing
Pixel compressor
At least two raycast algorithms and for lighting(1 - :Dot() and 2 - Raycasts)
Fast(or not Fast) Raycast Algorithm:
How i know - raycast is more hard to calculate if it length very big(like a 1000)
Then we do - 1000/8(how many rays u want) = 125 studs for each ray of 8
and then make a many smaller raycasts, easy i think…
Here the vid: (I’m surprised almost 30 fps with full screen record, not window)
You don’t need anti-aliasing it’d be slower cause you are using a CPU. You can get a similar effect by just rendering to a surface gui and scaling the part to the players viewport and changing the studs per pixel