Might be cool to try an mix the two approaches to reduce data transfer. So a raster client that sends location of its view matrix and dynamic objects states (In the way networked games do) and receives dynamic textures and applies to the models when it can (or overlay partial screen raytrace renders) so frame rate would never drop.
When I was watching the video at the end of the article I couldn’t help thinking "I’d love Carmack get stuck into this for even just month to see what sort of magic he conjures up!".
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