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I did something even worse with WebGL, shooting a ray from every light source and view point to every pixel on the screen in the pixel shader (so something has
by PavlovsCat 10y ago
I did something even worse with WebGL, shooting a ray from every light source and view point to every pixel on the screen in the pixel shader (so something has to be in LOS and and lit to be seen).
http://i.imgur.com/ZJhr4Ll.png http://i.imgur.com/ZJhr4Ll.png
The "player" is sitting on the "wall" of a room, to the right of it there are stairs going "downwards", it's all just a heightmap.
Needless to say it's kinda slow, but I was surprised how neat it came out considering how little I put in. I'm sure someone who knows what they're doing (which isn't me) could do the same a lot faster and prettier, since I really did it in the most plump way possible.
- MonkeyDan 10y agoMe too. Though it's just rendered as a 2D raster: http://monkeybrains.net/viewshed http://monkeybrains.net/viewshed I'm trying to build something that can be used across the DSM we have of SF for better planning our wireless links.
- PavlovsCat 10y agoOh, interesting! Shouldn't it be possible to then feed that into a fitness function and randomly "evolve" the "perfect" distribution, or is that silly?
- MonkeyDan 10y agoTotally possible. Though getting data out of WebGL can be hairy. And actually getting on the rooftops of the ideal buildings is a whole nother story.
- PavlovsCat 10y agoMake ease of access (and how much it's wanted there, and so on) part of the fitness function, too :) And future configurations could also take into account how many things you'd have to move, or whatnot (I have no idea about what you're doing, I just imagine that's not something you do once and never change, right?).