with the culled point count limit at 20k, it takes about 1.5 ms to project + draw. i probably don't need that many while on planets- i might set the limit lower on planets, and 20k in space.
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the raycaster fires one ray per column, not per pixel. each ray is responsible for projecting and then depth testing each sample, and drawing it. the drawing could be peeled out from the raycast, but only if you could cache enough data in between steps.
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The column per ray is Comanche style rendering, but that was notorious for artifacts and some algos would scale poorly.
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yes, it's been used in quite a few games! it's really neat tech. comanche, delta force, outcast, and this one mech game i can't remember the name of (sega saturn, i think?)
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Fantastic planet renderings, love the style! For anyone interested I have a few slides on this type of terrain renderers, I used this in my Doom-Comanche crossover hardware: antexel.com/doomchip_onice
Full video:
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At about 19:22 you talk about correcting the UV coordinates. Maybe you skipped this for time, but you can correct the barycentric coords themselves, and then use those to interpolate everything else (RGBUV etc). Much quicker especially as the number of interpolants grows!
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