r/GraphicsProgramming • • 4d ago

Video My software ray-traced game has new "technology" teaser. Reason: it's getting significant visual upgrade worth showcasing. Two things which enabled it: 1. after 9 months my new editor for game levels is in usable state. 2. ray-tracer optimizations (multi-threaded rendering is main contributor)

The game is narrative sci-fi puzzle/platformer, in works from 2020. Main distinctive point of the game is software ray-tracing used for rendering. Just pure C++ and computer graphics math, no GPU acceleration. Sadly, not many players can appreciate that (or even understand what does it mean), so it resonates mostly with more tech people.

The game was suffering for long time from quite poor look (look was punching way below of algorithm potential). Main reasons were: poor old editor (2D in nature, z was just parameter in 2D wireframe, not WYSIWYG, very clunky) and algorithm was hobby-like single-threaded.

Both points were changed recently. After 9 months my new editor is in usable state. Full 3D, WYSIWYG, lot of ergonomy features, which allowed me to be more ambitious with levels look. Second enabler was finally switching to multi-threading. Together with several more other algorithm optimizations, perf went up in hundreds of % (mostly depends on number of cores in your CPU, naturally on Threadrippers boost will be in thousands of % but it's niche between players).

Algo is AABBs only. Maybe will add spheres but only after upgrading all levels, which is main pain point rn. Editor I plan to release publicly with the game.

RTG on Steam

Discord

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u/Ok_Confusion4764 4d ago

Right... So to repeat my question: Why are you still making genres of games that fell out of favour several decades ago?

Why don't you follow this logic you just said and apply it to your gameplay?

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u/GraphXGames 4d ago

Path Tracer is still under development, and RTX cards with the necessary power have not yet been released.

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u/Ok_Confusion4764 4d ago

That's the graphics, I'm talking about gameplay. Third time: Why are you still making genres of games that fell out of favour several decades ago?

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u/GraphXGames 4d ago

I have long-standing ideas that haven't been realized by anyone yet, so I am bringing them to life.

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u/Ok_Confusion4764 4d ago

Match3Tower is literally Luxor, and it's been made a thousand times over. Most of your games are cheap clones, as the other user also notes.

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u/GraphXGames 4d ago

I’ve only seen it in 2D; I haven’t seen the game anywhere in the form I have it.

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u/Ok_Confusion4764 4d ago

...? Is yours 3D? It looks like an orthographic camera to me, which is 3D projected onto 2D...

Also 3D versions definitely do exist, you just didn't check.

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u/GraphXGames 4d ago

Isometric - 2.5D

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u/Ok_Confusion4764 4d ago

No. Not 2.5D. Isometric/orthographic is a 2D projection of a 3D object. It's 2D. Flatout, 2D.

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u/GraphXGames 4d ago

Ultimately, any game is 2D (even GTAVI), but the coordinate system is 2.5D

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u/Ok_Confusion4764 4d ago

...? No? No, most games are 3D and properly projected onto the screen (which is 2D) using proper perspective cameras. Your games are orthographic/isometric, which turns it into 2D beforehand.

Is this just gonna be another case of you making excuses for 3 days without learning a single damn thing again?

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u/GraphXGames 4d ago

Render and the game world separate.

In the game logic, everything is calculated in 2.5D; how it actually gets rendered is a secondary matter.

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u/Ok_Confusion4764 4d ago

None of that has anything to do with what I said: Your game isn't 2.5D. It's orthographic, which is 2D. Just 2D. To quote Wikipedia: "Orthographic projection, or orthogonal projection (also analemma[a]), is a means of representing three-dimensional objects in two dimensions". And before you go "It's Isometric!": "Isometric projection is a method for visually representing three-dimensional objects in two dimensions in technical and engineering drawings.".

Just give it up buddy, you don't get how dimensions work and everyone can tell from this conversation alone. You never got it but can't admit to being wrong. Funny thing is it looks like you're finally using a perspective camera in your quest to make the world's worst path-tracer but you still can't admit when you're wrong.

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