A Technique for Faster Software Ray Tracing: Bricks

I have been working on an acceleration structure for software ray tracing of static geometry, as an experiment in finding a faster way to draw world-space reflections of static objects.

In my rendering playground, "Strafe", I've put together some demos of different real-time reflection and GI methods.

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New Hyperion feature: Layers

Short update post.

Over the long weekend, I worked on a new feature I'd been thinking about adding to Hyperion: Layers. With this, we can allow entities to have per-Layer property overrides. For example, would could have a "Summer" layer, and a "Winter" layer where we have ground textures swap to a more seasonally appropriate attire (snow).

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Gaming On Your Toaster

What's all of this custom game engine development work for, if not to be able to run the same Sponza test scene I've been using for the last ten (10?!?!?) years on every possible device I can properly get my hands on?

Seeing as getting access to a Switch 1/2 or PS dev kit is currently proving to be a difficult task (for my own personal usage, at least), I've decided to make the ultimate sacrifice - port Hyperion to mobile. What must I sacrifice, you ask? My sanity.

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