#1 2020-05-19 22:32:45

spikeymikey0196
Member

Ray Tracing and Vulkan?

So, tomorrow my RTX 2080 super is coming and it got me thinking, how hard do you reckon ray tracing would be to implement? Also do we have a vulkan version of tess running yet? Been trying do it myself but i'm not overly a dab hand with visual studio or coding, i'm more a Graphics designer than programmer so.. any responses will be greatly appreciated.. and documentation would be awesome too (if any).

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#2 2020-05-26 11:36:38

RaZgRiZ
Moderator

Re: Ray Tracing and Vulkan?

May want to consider joining on the Red Eclipse discord for any discussions on future development as it's seeing much more activity overall. That being said, I wouldn't hold my breath. Implementing a new renderer would not be anything easy, the engine is currently completely tied to openGL and SDL.

https://discord.gg/YruQ7q

Last edited by RaZgRiZ (2020-05-26 11:36:54)

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#3 2021-02-13 05:42:46

spikeymikey0196
Member

Re: Ray Tracing and Vulkan?

Hey, so i've been learning C++ and i'm currently in the process of getting a vulkan version of Tesseract to work. I'm still part way through learning vulkan and understanding how compute shaders work but i'm getting there.
I'm currently working on changing the default renderer so that instead it will use the vulkan libraries with the SDL libraries alongside a few other things.
Seeing as Vulkan is compatible with GLSL and HLSL, it will make modifying shaders alot easier for the community too.
Once i have the renderer working and removing all traces of opengl, i'm looking to add PBR, HDR and Ray Tracing (which will be easier with vulkan as it already supports raytracing) into the pipeline.
Hopefully then, this project will have more life blown into it.

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#4 2021-03-01 17:28:13

Antiklimax
Member

Re: Ray Tracing and Vulkan?

Hi! Did you heard about Quake 2 RTX? https://www.techarp.com/games/quake-2-r … y-tracing/
It's source code avaiable at github, maybe you can get inspiration by that.

Last edited by Antiklimax (2021-03-01 19:56:23)

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#5 2021-03-11 18:23:21

Lord Kv
Member

Re: Ray Tracing and Vulkan?

spikeymikey0196 wrote:

Hey, so i've been learning C++ and i'm currently in the process of getting a vulkan version of Tesseract to work.

Sounds awesome!

Also I think Cube 2 in general is a great candidate for GPU based software raytracing, since the world already is an acceleration structure. One would "just" need to put the octree into a buffer and traverse that in shader. I'd like to try that sometime. No idea how performant (or not) something like that could be though.

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#6 2021-03-31 01:23:31

spikeymikey0196
Member

Re: Ray Tracing and Vulkan?

Hey guys, thanks for your replies! I was looking at the Quake 2 ray tracing engine, but i've also noticed that almost all of ID-Tech engines are open source at the moment. So i'm going to see if i can take some of the code from a quake 3 RTX engine i've found, sample it down and get it to run with tess.
I know cube 2 was based heavilly on the quake engine, so it would make sense to start at the source and work up ? i hope it works out and let you know of my progress.

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#7 Yesterday 15:05:26

RaZgRiZ
Moderator

Re: Ray Tracing and Vulkan?

Speaking of inspiration, look up and get in touch with the folk at Inexor, as they want to basically build the Cube Engine from the ground up, entirely from scratch and with a Vulkan renderer.

This is their discord, website and GitHub respectively:

https://discord.com/invite/acUW8k7
https://inexor.org/
https://github.com/inexorgame

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