I am nearly done with constraining the car. There were two functions missing to get the closest point to a line segment and a ray I implemented and I also added code to find the track segment closest to a supplied ray. Then I used the data to calculate a new point where the car is supposed to be and the down direction for the car (moves with the track). Only one small issue is left, I don't check if the car left the track yet. It isn't necessary to test the rest, the track would just seem to be infinitely wide.
I even call that function already, but the results are thrown away. But for the first time in many weeks I saw my "game" running again. It still looks as ugly as ever and also behaved like it did before. But the new code didn't seem to slow down the car noticeably and it also didn't throw any exceptions which is good considering all the stuff I had to add in the meantime.
So next week I will try to actually use the now available information and see what happens. If all goes well (as if that ever would happen) I will implement the last bit (the check if the car left the track) and then I can finally call this part finished.
It is August and I can finally do the review of July. Ward BRDFAfter I had started the implementation of Ward BRDF last month I started early in the month to actually implement it in the raytracer. But before I could even start I still had to fix a p
Tracked: Aug 02, 15:55