Sopwith Source

John_Phoenix

Well-Known Member
Joined
Jul 8, 2017
Messages
342
#4
1984 eh?
Fast forward a decade.

Yes, mind blown, and yes, hypothetically wolvenstein 3d could have looked better... At 1fph
 

John_Phoenix

Well-Known Member
Joined
Jul 8, 2017
Messages
342
#6
Nice, but what’s so special about it? It was written in 2011.
That implementation was written in 2011... Guys were writing consumer raytracers in the 90s already.

What is special about that era, is we finally had enough computing power to calculate 3d objects at a non-trivial framerate, basically kickstarting the 3d media industry.

And so, the digital landscape we take for granted today was born.
 

genetic

Honorary Master
Joined
Apr 26, 2008
Messages
27,991
#7
That implementation was written in 2011... Guys were writing consumer raytracers in the 90s already.

What is special about that era, is we finally had enough computing power to calculate 3d objects at a non-trivial framerate, basically kickstarting the 3d media industry.

And so, the digital landscape we take for granted today was born.
What's this got do do with the Swopwith source code being freely available?
 

cguy

Expert Member
Joined
Jan 2, 2013
Messages
4,533
#8
That implementation was written in 2011... Guys were writing consumer raytracers in the 90s already.

What is special about that era, is we finally had enough computing power to calculate 3d objects at a non-trivial framerate, basically kickstarting the 3d media industry.

And so, the digital landscape we take for granted today was born.
Raytracing Software has been available since the 80’s, but it wasn’t realtime until the mid-2000’s (at least for real scenes or non-clusters). There’s also always been at least a decade between getting offline quality in real-time.

Ray tracing is one of my favorite techniques/algorithms.
 
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