I sorta came up with idea I could make a program that uses a single
equation at a time over time that even has bounding circles in it for
objects that have to move (youd have maybe 20 max youd reuse over and
over) and use this as the basis for a raytraced game engine.
I sorta supply a batch of variables that a user modifies to keep the
game going in his visual studio project i make a raytracing skeleton
To grab the implicit surfaces I use binary honing with vertical down
shooting rays firing less rays the further from the camera. then using
this as a set of overlapping displacement maps even code global
illumination with lights declared in the actual equation. so its
quadtree raytracing, as aposed to octree raytracing, which i really just
cant be bothered doing…
it would be strange making an equation for a character, but i spose it
could come with modifyable variables to make all the characters
different, an equation for a person is a strange idea, but it could be
the landscapes would be breathtaking tho, thats what implicit is all
about. i wonder if i could access a fractal with binary honing, as long
as it was solid in one direction i could do it, after the first hit, i
hit one of the overlaps, then i go in and out from there over and over,
for maybe up to 20 hones of 20 surface detecting samples (am i higher,
or am i lower, adjust associated extent, etc), and i should get nearly
all of them eventually.
It sorta needs land all at the bottom, its got to hit once at least,
before you can find the rest.
Would definitely be something new, because I just am tired of games that
take ten trillion megs to store, when if it was all implicit, its just a
compiled shader with every surface in the game in it.
People could swap and share their equations, it would be possibly a lot
Something on the side I could do when trying to make my master control
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actually I thought again and maybe its harder than that, I can only find
a random occlusion, I cant find the rest with binary honing, oh