EpicRay: Multi-Threaded Rendering

This is an old ar­ti­cle from 2013. I was a kid. I learned a lot since then, so please do think twice when tak­ing ad­vice from me as a kid.

Re­cent­ly I added mul­ti-thread­ed ren­der­ing sup­port to my open source ja­va ray­cast­ing game en­gine.

The last few weeks, I was pret­ty busy with uni­ver­si­ty stuff. If I did any­thing else, I op­ti­mized Ep­i­cRay. Af­ter the drop to 8f­ps (due to floor and ceil­ing tex­tures), I op­ti­mized the ren­der­ing to go up to about 15 fps.

This is on 800x600 res­o­lu­tion by the way and very sys­tem de­pen­dant, as well as de­pen­dant on how many oth­er things are go­ing on the com­put­er aswell (ob­vi­ous­ly).

How much mul­ti-thread­ing helped in terms of fram­er­ate was ac­tu­al­ly a big sur­prise. I now have 60f­ps for world ren­der­ing (no sprite ren­der­ing im­ple­ment­ed yet).

Ep­i­cRay is still epic :)

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