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authoreug-vs <eugene@eug-vs.xyz>2022-04-19 14:27:32 +0300
committereug-vs <eugene@eug-vs.xyz>2022-04-19 14:27:32 +0300
commita7a039a704360f102ac8c678533c5cf113a499a1 (patch)
tree92179e76e294e2f0e41cc670a34eff7231d782d2 /blog/2021-10-27.md
parente6a2cbada3d44908c74974223a5328b43969e689 (diff)
downloadeug-vs-xyz-a7a039a704360f102ac8c678533c5cf113a499a1.tar.gz
feat: use more of the wiki-style
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@@ -5,7 +5,7 @@ I'm currently learning Rust for fun and re-writing my [ascii-renderer](https://g
You can see that Ray Marching allows for some cool stuff like smooth surface blending and proper shadowing.
-## Ray marching
+# Ray marching
Usually 3d renderers use a triangular mesh to describe objects in a scene. In Python version of `ascii-renderer` I defined each object as a set of points
(i.e object is defined by a function `__contains__` that determines whether the given point is in this object). It allowed me for some cool Ray Tracing stuff, but that was just me toying around.
@@ -25,7 +25,7 @@ My goal is to render 8 shapes at 24 FPS:
- 8 distinct shapes is usually enough to create a complex scene (ray marching allows for cool tricks that can multiply amount of your shapes without performance decrease)
-## Plans
+# Plans
- Cleanup the code and increase performance
- Build an actually usable API
- Use `ncurses` instead of just printing to `STDOUT`