epsilon said:
xeonx said:
It needs to store vertices and triangles on a octree to speed-up the intersection tests. That's why I said it's a kind of raytracer.
xeonx said:
kind regards,
Epsilon
You wrote a ray-tracing alogrithem, by the very nature of it, it would be better suited to C++. But a 3D engine (and even more so with a game) is not entirely 3D ray tracing. This *is* one particular case. I am looking at 3D rendering engines as a whole and considering all of the benifits. There are cases (such as the DirectX demos) in which C# runs faster (though you can decide to go write your own GC...), but when comparing Ogre and Axiom, Axiom runs faster and provides many other perks becuase of its use of C# and the .NET framework. You will be hard pressed to find a managed language that runs faster then C or C++ in many algorithems, but when you consider the way in which all of the features are implemented and the systems work together - the big picture - it doesnt always match the speed of one particular type of algorithem. Its pretty impressive that you wrote your own ray tracing comparison though. Does it render anything or just make the calculations?


This topic is locked










