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I'm currently working on a real time path tracer for games. It's pretty neat what a simulation of physically-based lighting enables you to do in terms of light
by Svenstaro 10y ago
I'm currently working on a real time path tracer for games.
It's pretty neat what a simulation of physically-based lighting enables you to do in terms of lighting and visual phenomena. Needs fast hardware but we're getting there!
It's implemented in Vulkan and Rust.
- echelon 10y agoAwesome that you're doing this in Rust! How's your experience been? (Would you be able to write a blog post about it later?) I'm very interested in seeing how Rust evolves as a video game design language. It's certainly shaping up as a language for building servers.
- Svenstaro 10y agoYes, I'm planning to do a series of blog posts about it. In general, Rust is shaping up to be a great language for video games. There are some things that are known problems and that are hard to work with (such as recursive self-referencing data structures) but those are corner cases. There general tooling of Rust is really nice. Much less so about Vulkan: It has a very limited compiler ecosystem with few optimizers and in general programming GLSL shaders in Vulkan is error prone, hard to debug and you'll be doing a lot of manual loop unrolling.