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2011-07-21 16:11:08

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Raytracer - by x-Amnesia-x

This was posted on the gmc by x-Amnesia-x, I take no credit for the engine. The file is .gmk (GM8) and works perfectly in both GM and ENIGMA straight from the tin. The main difference though being that ENIGMA kills GM in the fps department.

This example renders an image using ray tracer. Thus there is a lot of math involved but also a lot of drawing. ENIGMA clearly has the speed edge here still. Note also, importantly, that the file could also be made more efficient in ENIGMA by the use of types but this hasn't even been done.

Example screens:

Does it flicker for you as well?

I guess its because of the double buffering. That is also the reason why flickering occurs when background color is disabled. If we had surfaces and it drew on them then this would be perfect.

Works fast though, even without the optimization.
Posted by TheExDeus on 2011-07-24 21:19:10#1
It doesn't flicker for me no, this issue seems to only be on linux. Using no background color doesn't flicker for me either.
Posted by polygone on 2011-07-25 10:27:32#2
I am on win7, and it flickers. Maybe nvidia control panel forces double buffering on, but I don't know if it can do that.
Posted by TheExDeus on 2011-07-26 14:20:36#3
I'll add that the reason it's so slow is that it's waiting for sync after every line, not that you used var. You can see a 5-10x speed improvement simply by waiting 5-10 lines before calling screen_refresh().

Also, why's the preview pic look nothing like the product? Vaguely disappointing. :P
Posted by Josh @ Dreamland on 2011-07-27 12:48:30#4
poly just sucks at thumbnail making. The real deal is actually better though.
And I really want to know why it flickers for me...
Posted by TheExDeus on 2011-07-27 13:40:27#5
I refuse to make thumbnails, so I just steal them off google images. The bb box thumb is a pic of some Blackberry Box thing. :]
Posted by polygone on 2011-07-27 17:42:13#6
Polygone, you kind of suck. :P
Anyway, HaRRi, it does not flicker for me on Linux. I think it's just a GL support thing; it'll probably stop if/when we get a DirectX port rolling.
Posted by Josh @ Dreamland on 2011-07-27 22:10:12#7
it would be very cool (not that this isn't already very cool) if there was a way to translate a d3d model into something that can be rendered in this. Seeing that no d3d_* fuctions are being used, I can't image how difficult that would be to pull off.
Posted by time-killer-games on 2013-05-03 14:18:34#8