[HN Gopher] I wrote a Raytracer for DOS, 16 VGA colors (2011)
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I wrote a Raytracer for DOS, 16 VGA colors (2011)
Author : whereistimbo
Score : 60 points
Date : 2021-01-17 15:42 UTC (7 hours ago)
(HTM) web link (www.youtube.com)
(TXT) w3m dump (www.youtube.com)
| fortran77 wrote:
| BTW: The Hebrew on the test pattern that appears in the start of
| the video is Isaiah 12:3 "vshbtm mym bshshvn mm`yyny hyshv`h"
|
| Not sure what it's doing there.
| pan69 wrote:
| He writes about religious stuff on his website. See "Writings"
| section.
|
| https://bisqwit.iki.fi/jutut/#h5
| shdon wrote:
| Bisqwit's channel is full of awesome stuff like this. Well worth
| a look at his other videos too.
| jezze wrote:
| Bizqwit has done some phenomenal work. I loved his videos on how
| DOOM style 3D engines work where he goes through raycasting and
| BSP trees. He also has videos around how passwords work in old
| 8-bit console games. His article about dithering I read a while
| back was also super interesting and I can see that he used that
| in this raytracer. Highly recommended.
| endgame wrote:
| His "doom-style engine" video is closer to BUILD than DOOM - it
| recursively chases through convex sectors rather than using a
| BSP tree.
|
| I particularly love his older stuff, where the tech choices
| were just plain _weird_ because that's all he had lying around
| and needed to make stuff work.
| blackhaz wrote:
| His channel is jaw-dropping.
| iamgopal wrote:
| DJGPP.
| ChuckNorris89 wrote:
| I love stuff like this as it brings a smile to my face.
|
| Reminds me of the time I was writing ESP/ESC software for car
| ECUs back in the days before Simulink models and automatic code
| generation where we had the vehicle dynamics books with all the
| physics of the car, and had to convert the math functions from
| continuous to discrete, then implement them in fixed point C,
| along with trigonometric functions (the CPU had no HW SIN/COS),
| optimized enough to run 100 times/second on a 16bit chip while
| keeping CPU load under 85%.
|
| Test drivers were in awe and thought it's voodoo. No, it's just
| basic math implemented in C, similar to what Carmack was doing
| for the Doom/Quake 3D engines ;)
| mberning wrote:
| I have always been curious how some of these ECUs worked behind
| the scenes. I know many times when they were reverse engineered
| by tuners the major tables such as ignition advance, fueling,
| mass air flow, etc. would be identified and that would be
| enough to allow some tuning of the car. But there were always
| many tables with a mysterious purpose, such as tau adjustments,
| which were never fully understood. I also wondered how values
| were interpolated by the ECU considering most things are table
| based. The tables might have 500 rpm, 1000rpm, etc cells with
| timing values, but when you log the ECU you do not see big
| jumps in timing at those cutoff points.
| ChuckNorris89 wrote:
| _> The tables might have 500 rpm, 1000rpm, etc cells with
| timing values, but when you log the ECU you do not see big
| jumps in timing at those cutoff points._
|
| Because in the old days you had little memory to work with,
| 32kb for PROGRAM(Flash) and 2kb for DATA(RAM), so you'd store
| a few points in your table and use a linear interpolation
| function for the rest. Now, because silicon is cheap, even
| the chip controlling your headlights has 1MB of PROGRAM
| memory or more and could run DOOM but instead of fancy algos
| it's used to store all AutoSar libraries it needs for
| networking and certification.
| takeda wrote:
| It's kind of interesting, it's supposedly about raytracer, but
| raytracers even existed back then. I think the code that was
| presenting him "typing" the raytracer code and then presenting it
| was really the harder part to do.
| ChuckNorris89 wrote:
| IIRC we've had raytracers since the 60's since they're
| basically trigonometry and vector math, but due to limited
| memory computers at the time had it was never really used.
| enneff wrote:
| I used to use an open source ray tracer called POV-Ray in the
| early nineties and it was pretty impressive. Here's an
| example of an early scene you could render with it: https://a
| mp.reddit.com/r/vintagecgi/comments/eswamt/chesspov...
| ci5er wrote:
| Well, the algorithm was developed in the 1600's, but I
| remember Turner Whitted's 1979 SIGGRAPH paper blowing me
| away. I mean, sure, they were slow, but before REYES, they
| were about the only solution to GlobIlum. (Forward from the
| lights and backwards from the camera - you could even do
| specular lighting!)
| egypturnash wrote:
| http://www.etwright.org/cghist/juggler.html - similar work from
| 1987 on an Amiga
|
| _Realtime_ raytracing didn't exist until recently but people
| have been dabbling with doing it at much slower speeds, and
| sequencing the resulting frames, for a long time.
| airstrike wrote:
| This is art, and I mean that in the most literal way possible.
| minism wrote:
| Love bisqwit's videos.
|
| For anyone curious how the mario animation is rendered in the
| editor:
| https://github.com/bisqwit/that_editor/blob/master/mario.cc
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(page generated 2021-01-17 23:00 UTC)