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The most difficult part about this one was the closed-form ray/cone intersection maths for the diffuse effect - no SDF raymarching here! Cones specifically are a pain because they have so many intersection combos.
On top […]
[Original post on social.coop]
The most difficult part about this one was the closed-form ray/cone intersection maths for the diffuse effect - no SDF raymarching here! Cones specifically are a pain because they have so many intersection combos.
On top […]
[Original post on social.coop]
https://github.com/zesterer/babble/blob/master/src/main.py
https://github.com/zesterer/babble/blob/master/src/main.py