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Nov 21, 2019 at 0:20 review Close votes
Dec 5, 2019 at 3:05
Nov 20, 2019 at 13:24 vote accept Max
Nov 20, 2019 at 11:33 answer added Philipp timeline score: 2
Nov 20, 2019 at 10:57 answer added Max timeline score: 0
Nov 20, 2019 at 10:52 comment added Raildex Raytracing follows single rays from the camera. If you want to "bend light" you would need to specify that rays simply scatter around heavy objects, similar to how refraction works.
Nov 20, 2019 at 10:52 comment added Max @DMGregory I realised how ambiguous my question is. I guess it is not so hard to adapt an existing solution into a solution where the rays propagate at the speed of the light by limiting its distance travelled in a given time frame.
Nov 20, 2019 at 10:46 comment added Max I've tried some testing in a new project (with sound in particular, although I'm only at the ray casting stage). My problem is not something related to this question, but that I'm having trouble getting the rays to go through objects (so they move to the edge of an object once they are inside) without making each ray resource-intensive.
Nov 20, 2019 at 10:36 comment added DMGregory Sure. The rendering of the black hole in Interstellar famously involved physically accurate (or at least physically inspired) simulation of light bending around the gravity source. No law would be broken by applying the idea to sound. How have you tried applying this in your game so far, and what step in the process do you need help with?
Nov 20, 2019 at 10:33 comment added Max Thanks, but that's not what I asked
Nov 20, 2019 at 10:31 comment added Tom Tsagkatos From what I know of raytracing, it is not meant to be a physics simulation for realism, but it's just a different technique that gives more realistic results, at the expense of performance. If you want your plants to have a specific look, you can simulate that yourself with raytracing.
Nov 20, 2019 at 10:30 review First posts
Nov 21, 2019 at 0:00
Nov 20, 2019 at 10:28 history asked Max CC BY-SA 4.0