4D video game OT: tesseracts, hyperspheres, and an entire 4D civilization

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Started by Legend, Jan 26, 2019, 08:07 PM

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Legend

Since I'm venturing into uncharted territory, I've decided to go ahead and support rasterization AND ray marching for rendering. In the previous thread I jumped from ray marching to rasterization since I determined it'd run way faster, the prototype currently does, but it's dependendent on just too many unknown factors. If next gen systems have 16GB of RAM but super beefy GPUs, then ray marching could work better. If the game needs reflections, then ray marching could work better. If the game needs complex geometry, then ray marching could work better.

I'll build the engine with both methods so that I can make the decision as late as possible and base it off real world performance. Using raymarching during the early parts of development will also be nice because it is very easy to get running with lighting, shadows, and reflections (the difficult part is making it run fast).