Archive for March, 2008

Busy, Busy, Busy.

Posted in Uncategorized with tags on March 31, 2008 by bbarrett

Lately I’ve been busy. I am getting close to the end of my degree and I am currently struggling to get projects to work before they become due (I have 6 ongoing at the moment). Despite that, I have made minor progress with both my ray tracer and my Asteroids game. Videos, screenshots and other goodies follow.

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Texture mapping and cursing C++

Posted in blatent_self_promotion, programming with tags on March 17, 2008 by bbarrett

struct Texel
Texel(float u, float v) : u(u), v(u) {}
float u, v;

Yeah, look carefully. Both u and v are the same, and you spend quite a while wondering why you get renders like this:not a great picture at allThe only consolation is that when you’ve fixed the problem, you get something like this:

nice picture

That pretty map of the world came from the wikipedia, and appears to be free for any use. In case anyone is going to call me up on my statement last time, the C++ counts as content 😉

Some videos of my ray tracer in action

Posted in blatent_self_promotion with tags on March 13, 2008 by bbarrett

I promise I’ll make more of an effort to include actual content next time rather than try dazzle people with style. Here is a relatively nice video of my ray tracer in action:

A perfect example of what not to do (i.e. ramp the reflection from 0% to 100%):

Ray traced images are amazing

Posted in Uncategorized with tags on March 4, 2008 by bbarrett

Sometimes, I wonder why I bother. Then my program produces an image like the below, and I get inspired again.

ray traced images