Uploaded June 2022 | Updated September 2026, 3 hours ago
The model, add-in, and shader files can be found here: github.com/s0lly/Raytracer-In-Excel-GPU - please watch the video to follow how to download and use the files correctly
This excel file demonstrates using the GPU through Excel. It does so by using my own "User Defined Function" that is accessible via a DLL (called an XLL) that I coded in C. This DLL interfaces with the GPU (via GLFW / OpenGL) - effectively allowing the user to unlock the power of the GPU from Excel formulae directly.
In other words: I create my own functions - basically my own versions of “SUM” etc - that can do work on the GPU.
The GPU is able to handle vast numbers of calculations per second, and what better place to throw calculations at the GPU than through our Excel Raytracer model?
The Excel Add-In includes a number of functions that demonstrate this usage. This file only demonstrates the "RaytraceImage" function.
The raytracing algorithms used are largely based on that used in the book "The Ray Tracer Challenge" by Jamis Buck. It is an excelllent book that teaches the foundations of Raytracing in a fun and engaging way.
by s0lly
discord.gg/kvappxm
twitter.com/s0lly
https://twitch.tv/s0llygaming
The model, add-in, and shader files can be found here: github.com/s0lly/Raytracer-In-Excel-GPU - please watch the video to follow how to download and use the files correctly
This excel file demonstrates using the GPU through Excel. It does so by using my own "User Defined Function" that is accessible via a DLL (called an XLL) that I coded in C. This DLL interfaces with the GPU (via GLFW / OpenGL) - effectively allowing the user to unlock the power of the GPU from Excel formulae directly.
In other words: I create my own functions - basically my own versions of “SUM” etc - that can do work on the GPU.
The GPU is able to handle vast numbers of calculations per second, and what better place to throw calculations at the GPU than through our Excel Raytracer model?
The Excel Add-In includes a number of functions that demonstrate this usage. This file only demonstrates the "RaytraceImage" function.
The raytracing algorithms used are largely based on that used in the book "The Ray Tracer Challenge" by Jamis Buck. It is an excelllent book that teaches the foundations of Raytracing in a fun and engaging way.
by s0lly
discord.gg/kvappxm
twitter.com/s0lly
https://twitch.tv/s0llygaming








![2D Game Engine in C++: [3] Camera Rotation / Zooming
This video shows camera rotation and scaling.
The game now simply calls one function to draw sprites, where game objects rotation, scaling, and translation is taken into account as well as camera rotation, zoom, and location.
This should dramatically help coding up a wide array of 2D games, as a good chunk of graphics logic will already be allowed for.
Next, Ill look to draw sprites at different depths, to give a mock 3D effect to the drawing routine.
I will release all code on GitHub once Ive finalised the engine - and have nice looking code to boot!
Using the Chili Framework: http://wiki.planetchili.net/index.php... - thanks Chili! 2D Game Engine in C++: [3] Camera Rotation / Zooming](https://i.ytimg.com/vi/oP6FNbgRLHg/mqdefault.jpg)

