Author Topic: Realtime Ray Tracing in Freebasic  (Read 40206 times)

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Offline Shockwave

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Re: Realtime Ray Tracing in Freebasic
« Reply #100 on: August 09, 2007 »
Yep, go to page six and there is a compiled version attached to one of the posts :)
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Offline Voltage

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Re: Realtime Ray Tracing in Freebasic
« Reply #101 on: August 10, 2007 »
You've got my attention. 

Time to dust off the keyboard and make some improvements.
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Offline taj

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Re: Realtime Ray Tracing in Freebasic
« Reply #102 on: August 10, 2007 »
If anyone ever mentions a realtime raytracing compo - I'm in.

Chris
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Offline Shockwave

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Re: Realtime Ray Tracing in Freebasic
« Reply #103 on: August 10, 2007 »
If anyone ever mentions a realtime raytracing compo - I'm in.

I wonder how many entries we'd have if we did something like that...

And welcome back Voltage :)
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Offline rain_storm

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Re: Realtime Ray Tracing in Freebasic
« Reply #104 on: August 10, 2007 »
It would be a compo for quality not quantity we would need to allow raycasting to improve the number of entries.

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Offline Paul

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Re: Realtime Ray Tracing in Freebasic
« Reply #105 on: August 28, 2007 »
this is just about realtime on my new pc, core 2 duo 2.66 ghz and a nvidia 8800gts gfx card. one thing i'm wondering though, it's only using 30-40% of the processor, is it more memory hungry? or is it heavy somewhere else?
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Offline va!n

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Re: Realtime Ray Tracing in Freebasic
« Reply #106 on: August 28, 2007 »
@Paul:
Try to split the math stuff in threads so any core have to work and could give you some speed boosting.
- hp EliteBook 8540p, 4 GB RAM, Windows 8.1 x64
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Offline Paul

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Re: Realtime Ray Tracing in Freebasic
« Reply #107 on: August 28, 2007 »
@va!n
   How would i do that?
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