Weekly Programming Challenge #16
- Fix dependencies on local shard versions (raytracer / hacky_isometric / linalg)
shards install
crystal run --release hard6.cr- l3kn/stumpy_png for creating .png files
- l3kn/stumpy_gif for creating .gif files
- l3kn/linalg for the vector structs
- l3kn/raytracer to render the raytraced images
- l3kn/hacky_isometric to render the isometric images
TODO
TODO
Already implemented
It seems like finding parameters that produce a nice image is harder than implementing the algorithm
Phong shading looks much better, but sadly the raytracer is not efficient enough to render images where the exponent is higher...
Maybe some hacky water will do the trick
It turned out that my implementation of the roughness parameter was not optimal,
here are some images generated with the fixed version (using 0.2, 0.5 and 0.8 as roughness)
BONUS: A blocky isometric rendering of the terrain









