It’s not the greatest, and it’s certainly not the most optimised, but i’ve made a raytracer i’d like to showcase!
It uses Parallel Luau and EditableImages to render raytraced images in realtime, albeit with severe performance issues and low resolution.
I gave this a play closer to when you released it, and it’s fun! I enjoy the custom character controller since it reminds me of games like Marble Blast Ultra.
A quick, small update
I switched to buffers instead of rectangles, which has improved performance significantly, also allowing me to increase the resolution.
Fun size update: I’ve now made several optimisation budget cuts making the raytracer run a lot faster
(and also made mirrors more detailed, including shadows and lighting!)
(The resolution is higher here, which made it slower)
A more optimised way of rendering, resulting in fracturing visual glitches, but a large increase in performance and maximum resolution.
Explanation: The image is now only rendered fully every 4 frames, with each frame rendering a quarter of the total pixels. (top left corners of every 4 pixel square, then top right, bottom left, bottom right, repeat)
Post processing! Hue, saturation, brightness, gamma and color reduction. You can see most of them being changed in realtime here. (warning: you may feel sick)
Perlin noise textures on everything. Everything now looks goopy, and that’s lovely