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author | eug-vs <eugene@eug-vs.xyz> | 2022-04-19 14:27:32 +0300 |
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committer | eug-vs <eugene@eug-vs.xyz> | 2022-04-19 14:27:32 +0300 |
commit | a7a039a704360f102ac8c678533c5cf113a499a1 (patch) | |
tree | 92179e76e294e2f0e41cc670a34eff7231d782d2 /blog/2021-10-27.md | |
parent | e6a2cbada3d44908c74974223a5328b43969e689 (diff) | |
download | eug-vs-xyz-a7a039a704360f102ac8c678533c5cf113a499a1.tar.gz |
feat: use more of the wiki-style
Diffstat (limited to 'blog/2021-10-27.md')
-rw-r--r-- | blog/2021-10-27.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/blog/2021-10-27.md b/blog/2021-10-27.md index abd0a02..06b9a0d 100644 --- a/blog/2021-10-27.md +++ b/blog/2021-10-27.md @@ -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` |