Raytraced Reflections implemented
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Published on ● Video Link: https://www.youtube.com/watch?v=pI4XdWAAZ-g
I am using 5 reflection ray iterations. I'm on a 3080ti and its using about 80% of the GPU because of my naive raytrace implementation. I'm not using spatial partitioning, like an oct-tree yet.
For every ball, it has to check the reflection ray against every other ball. This gets bad performance quickly as the number of balls increases. I think it will be fine for a regular pool game which has a max of 16 balls.