That’s not a moon…

…it’s a partially reflective UV texture mapped sphere with the image of the moon textured on it. And that one behind it is the place the Battlestar Galactica is going next season. And there’s a big fucking crate, because what wouldn’t a “Hello World” raytraced image be without a big fucking crate. Before [...]

Horked but Working!

Here’s an image from the current state of my raytracer. The big win from all of this is that my raytracer is now recursive so I can cast reflection and refraction rays from my incident ray. It’s still buggy as hell and not showing correct results.

I believe the issue I’m facing here is a [...]

Boid Simulation Code

So, finally, here’s the code I wrote for my Boid simulator in C# using the XNA framework. Keep in mind: not everything is optimized, documented, and so on and so forth. The code is probably ugly in general, and I’m not using the best C# coding practices. I understand how to code 80% of C# [...]

I took the day off to code

As my good friend, Scrabcake, make a record of saying, I am a nerd. Here’s proof: I took the day off from work, where I am a software engineer, to stay at home, and…engineer software. Why engineer software at home for free, when the company in which I work for, would gladly pay me to [...]

Raytracing II

After another day of work here’s the result:

With the help of Foley, et al. I fixed my illumination code. The specular highlight you see here works more correctly then in the previous image. I’m not so hot about the washed out look of the sphere, but that’s mainly due to the white ambient light I’m [...]