Hey! First of all thanks for making and sharing this impressive raytracer. Would you be able to share the source code? I'm curious on how you're linking two points in space through a 4th space, whether or not you are using curved space, and if each raycast is continuous or if a ray is re-run for each side of the wormhole. Cheers!
The entire simulation runs using a home-brew Vector4 implementation, and all the visuals are done with a single shader. So it really is a single space, just living in four dimensions - it uses ray marching in the full four dimensional space, through the wormhole, and out the other side.
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Hey! First of all thanks for making and sharing this impressive raytracer. Would you be able to share the source code? I'm curious on how you're linking two points in space through a 4th space, whether or not you are using curved space, and if each raycast is continuous or if a ray is re-run for each side of the wormhole. Cheers!
Hi, thanks for the comment! I've made the Godot project - including source code - publicly available at https://github.com/LawrenceHollom/Wormhole.
The entire simulation runs using a home-brew Vector4 implementation, and all the visuals are done with a single shader. So it really is a single space, just living in four dimensions - it uses ray marching in the full four dimensional space, through the wormhole, and out the other side.
I hope this helps!