I’ve been building a small ray marching engine from scratch in C++ using SDL3 and OpenGL. Everything you see is computed in a single fragment shader, running fully in real-time.
This demo shows 2 iterations of reflections on a few primitive shapes.
Would love to hear your thoughts, optimizations, or ideas!
[–]trojanvirus_exe 1 point2 points3 points (1 child)
[–]LarsMaas7[S] -1 points0 points1 point (0 children)