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The first paragraphs contain the most concise explanation of the differences between rasterization and ray tracing I ever encountered!
Nice work. Reminds me of some of the work of Pete Cooke of Tau Ceti and Academy fame on 8-bit platforms.
Very cool, great visual explanations of how raymarching works.

PSA, Germans writing in English: upside down quotes look as out of place as Spanish question marks! They read like two strange misplaced commas to the rest of us.

I ported it to aalib. Instead of a 7 character linear ramp, the aalib version renders to a larger framebuffer, dithers it down to the closes matching characters.

https://gist.github.com/pdkl95/094cc065ab0215e121da29a63e6c1...

        ajWm##Xs,
      aWWWWBm##S2s,
     jQQWQWWmm#XXov,
    _QQQQWWBBm#ZX2n(
    ]QQQWWWBmm#XXovl
    4WWWWWmmm#XX2ovi`
    ]mBBmmmm#XXXonl|
     ###m##ZZXSonI|`
     -XZZZXXXonvI|~
       "Xo2onvvi+`
         -"^^~~
I love it. It's brilliant to side step the whole issue of how to get access to pixels on your screen or in a png, which in some instances is an awful afternoon of frustration. It's almost always easy to get printing going.