phiresky
phiresky
> There's a map of the 256 different available blocks above Room 4. It will say what block you are standing on. I did not see this above room 4...
What GPU and CPU?
Yes, it's [this](https://github.com/cnlohr/noeuclid/commit/f090384e6779fbafa6aa316dc508b0ae78d3fcd2#diff-21058b4828fd30f2c28bb19922602fbeL181), right? But how did that "say what block you are standing on?
Sorry man, but it's not gonna get very far with an Intel 3000. I tried on an Intel 4600, and it still is extremely slow. I don't think it has...
Because basically everything is done on the GPU. Every screen pixel has a ray that is traced into the space individually untill it collides with something. It's a very different...
Why was it so complicated? Shouldn't the transformation just be single multiplication of the ray with a matrix?
I don't fully understand yet how it works and why it's hard, I just noticed when passing a 3x3 rotation matrix into JumpSpace() it rotates the whole world around (http://youtu.be/nEpnNfgPB6w)....
[I have no idea what I'm doing](http://youtu.be/TmO67dcx5oE)
I do sometime in the video.. nothing spectacular, looks kinda wrong. Also I had to remove the part where you also apply the matrix to the current ray location for...
:D I had to change this line: https://github.com/cnlohr/noeuclid/blob/master/Shaders/Pass1.frag#L222 to `ptr = ptr + offset;`. And I know that can't be a permanent change, because without rotating the position vector too...