Realtime raytraced light sampling in the Retroquad engine
Running in the Retroquad game engine, version :
Hardware:
CPU AMD Ryzen 5 PRO 3350G 4MB Cache AM4
Motherboard Biostar A320MH DDR4
RAM 16GB 2666MHz DDR4
SSD 256GB Sata 6GB/s
Notes:
This feature performs traces in world space, from dynamic point lights to each coordinate in the surface’s lightmap, to check for collisions against the world geometry. It’s a straightforward approach with no bouncing and no PBR features.
Entirely done in a single-threaded 8-bit color software renderer.
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