Uploaded June 2019 | Updated September 2026, 2 hours ago
This video demonstrates what I've learned from the book "Ray Tracing in a Weekend" by Peter Shirley. He explains things in a very easy to understand manner, and it's amazing what you can get done in just a short space of time. From picking up the book to creating this video took less than 24 hours.
In addition to what is presented in the book, I've implemented the ray tracer in a live setting and with a movable camera which gives it a "live" feeling. The book version is effectively based on higher quality static image generation - but this feels a bit more fun ;p
I've fast forwarded the video by a small amount to compensate for OBS slowing things down a touch - the engine runs just fine. That being said, I haven't implemented multithreading and random number generation correctly here - something for me to figure out!
Acknowledgements:
The ray tracer approach and code is based on that provided in the book "Ray Tracing in One Weekend" by Peter Shirley. Highly recommended reading!
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Music by Eric Skiff, song "All of Us" for the intro and "HHavok-main" for the main sequence. (Available at EricSkiff.com/music)
This video demonstrates what I've learned from the book "Ray Tracing in a Weekend" by Peter Shirley. He explains things in a very easy to understand manner, and it's amazing what you can get done in just a short space of time. From picking up the book to creating this video took less than 24 hours.
In addition to what is presented in the book, I've implemented the ray tracer in a live setting and with a movable camera which gives it a "live" feeling. The book version is effectively based on higher quality static image generation - but this feels a bit more fun ;p
I've fast forwarded the video by a small amount to compensate for OBS slowing things down a touch - the engine runs just fine. That being said, I haven't implemented multithreading and random number generation correctly here - something for me to figure out!
Acknowledgements:
The ray tracer approach and code is based on that provided in the book "Ray Tracing in One Weekend" by Peter Shirley. Highly recommended reading!
This was made using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili!
Music by Eric Skiff, song "All of Us" for the intro and "HHavok-main" for the main sequence. (Available at EricSkiff.com/music)






![Pseudo 3D Graphics Engine! [v2 - Sprite Animation]
This update allows for simple animation of sprites. This is purely a testing environment that Ive set up for a walking animation that can easily be applied to the various in-game characters. As this is my first deep-dive into creating an easy to use animation code base, Im being quite careful in setting it up in such a way that will allow me to easily update in the future.
My approach here has been to create a very simple template 8x8 sprite sheet that would have, on its two dimensions, different walking animations by different points of view. So, we have an 8 frame animation that can be seen from 8 different angles (in front, behind, from the side, and diagonally on).
The arrow on the sprite represents the direction of the sprite that the player would see, given the sprites point of direction relative to the player.
The red boxes that update once every few frames run from 1 to 8, representing the 8 different frames of animation - in this case, the animation would be walking, but Ill look to allow for different types of animation - e.g. fighting.
This seems to be working quite well. In this example, the animation routine and sprite sheet for each character can be uniquely customised - Ive simply set it to be identical in style and timing to make things a bit simpler for now. Has a strange vibe to it!
Hope you enjoy - as always, any comments or questions, please let me know! Pseudo 3D Graphics Engine! [v2 - Sprite Animation]](https://i.ytimg.com/vi/zElCAKdUlOg/mqdefault.jpg)



