following the ray tracer construction kit
raytracing implementation from scratch. this means no dependencies (aside from std)! yes, there's a handwritten implementation of everything
- image output as .ppm in
./artifacts - all the vector and matrix math derived by hand
- ray intersection with spheres
- ray intersection with infinite planes
- (todo) ray intersection with meshes from .obj files
- light calculation with the phong reflection model
- optimization
- (todo) multithreading for faster computation
- (todo)
- my own handwritten "ababa" config language
- tokenizing
- AST
- proc macro for structs (ok this is the only place i used dependencies LOL although tbf i could implement it by hand)