First Person Shooter (FPS) style camera In this chapter we will step away from our Raymarcher renderer. Instead we are going to implement a camera movement. We will be able to move forward, strafe, fly and look around using our mouse and keyboard. This chapter is Godot-heavy. I assume you have some passing experience withContinue reading “Raymarching from Scratch (Part 3)”
Tag Archives: raymarching
Raymarching from Scratch (Part 2)
Rendering our first Sphere Unshaded Sphere We are ready to render our first sphere. Lets start with defining the SDFs. In your shader create 2 new functions after uniform variables definitions: sdf is our main function. It tells us how far the point pos is from the scene. sdSphere is a SDF for a sphere.Continue reading “Raymarching from Scratch (Part 2)”
Raymarching from Scratch (Part 1)
Raymarching Basics. Camera In the previous chapter we have set up a sandbox Godot project. We have created a fullscreen shader and have used it to display an opaque red color. Quite boring. In this chapter I will cover basics of Raymarching. I will provide you a very brief explanation of the technique and focusContinue reading “Raymarching from Scratch (Part 1)”
Raymarching from Scratch (Part 0)
Motivation So what is Raymatching? Raymarching is a rendering technique. It takes a 3d scene (bunch of objects like spheres, triangles, cubes, lights etc.) and produces a 2d image. Here is a list of common rendering techniques: Rasterizer – for real-time rendering (games, 3d modeling, user interfaces…). Fast but not realistic. Complex effects are hackyContinue reading “Raymarching from Scratch (Part 0)”