Newsgroups: comp.os.msdos.djgpp From: tob AT world DOT std DOT com Subject: Re: John Carmack : Question about Doom. Message-ID: Sender: tob AT world DOT std DOT com (Tom Breton) Reply-To: tob AT world DOT std DOT com Organization: BREnterprises References: <199703250435 DOT WAA28704 AT mail DOT sockets DOT net> Date: Tue, 25 Mar 1997 23:11:21 GMT Lines: 29 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp "Anthony Q. Bachler, BAS" writes: > (Ray Tracing == Ray Casting) = True. Just a different way of saying the > same thing. I use the term casting because it makes me think of fishing > and the code is fishing for a structure. Sounds stupid, but hey, we all > need our little crutches. Ooh, we're gonna hear this one being corrected forever. Not the same. Ray casting shoots out generally once per vertical line, and stops as soon as it gets something it can draw. With ray *casting*, objects are "lit" in and of themselves. Ray tracing generally shoots out once per pixel and bounces to hit more stuff beyond the first object. With ray *tracing*, nothing is "lit" till you trace it back to a light source. This is why ray casting has been good enough for real time games for some time, whereas ray casting still makes you wait for a single frame. I am simplifying a lot here, of course. There are endless qualifications, variations, and optimizations that make what I said not precisely true. Like "raycasting can hit two things with semi-transparency and explicit mirrors." or "if you combine raytracing with radiosity, objects are lit." PS: I like your .sig. Ain't it the truth. Tom