Checking in

Six months go by and it's time for another Ludum Dare. I will build upon the real-time ray tracing engine that I made and documented (part 1) (part 2) during Ludum Dare 58 and author the scenes by hand in JSON. Sadly I did not make many improvements to it since then but here are some that will make it in this time: - Implemented a hue-preserving HSV logarithmic Reinhard tone mapper - Implemented an energy-conserving diffuse-specular BRDF that reconstructs the projected area of a point light's surrogate sphere to give the illusion of an area light, with the caveat that it only reflects light sources and only models 100% smooth surfaces - Added a glossiness object attribute that can be either 0.0 or 1.0 to toggle specular reflections on an object - Added triangle geometry attributes - Implemented ray-triangle intersection

improvements.png

  • Engine: ludumdare58+
  • APIs: WebGL2 (OpenGL ES 3.0)
  • Programming Languages: JavaScript, GLSL
  • UI Authoring Languages: HTML, CSS
  • Scene Authoring Language: JSON
  • IDE: Code - OSS
  • Development Server & Resource Bundler: Vite
  • Music. Yamaha PSS-A50, Bitwig Studio Essentials