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by codedokode 1690 days ago
The game uses ray casting, not ray tracing. Ray casting is when you send a ray once for every column of pixels to get a distance to a wall. Also, if the walls are only horizontal or vertical the calculations get simpler.

Also I wonder how you can achieve clock frequency like 300 MHz without a cache. Shouldn't CPU stumble on fetching every command?

2 comments

> The game uses ray casting, not ray tracing. Ray casting is when you send a ray once for every column of pixels

Both ‘ray casting’ and ‘ray tracing’ are overloaded terms, the distinction isn’t as clear as you suggest. You’re talking about 2d ray casting, but 3d ray casting is common, and means to many people the same thing as ‘ray tracing’. Ray casting “is essentially the same as ray tracing for computer graphics”. https://en.wikipedia.org/wiki/Ray_casting

There’s also Whitted-style recursive ray tracing, and path tracing style ray tracing, but ray tracing in it’s most basic form means to test visibility between two points, which is what ray casting also means from time to time.

I've given up on the semantics of "ray-tracing", everyone has their own opinion. However it's fairly common for "ray-casting" to mean non-recursive, and the wiki article you link explicitly says this.

I think the biggest difference between ray-type algorithms is everything vs ray-marching, because regardless of recursion, and strategies towards lighting, texture sampling and physical realism, with ray-marching a single ray is not really a ray at all but lots of little line segments, and you don't usually bother finding explicit and intersections which gets really complex and expensive... that's the whole point, instead you find proximity or depth, which means you can render implicit surfaces like fractals.

Yes, ray casting does not ever imply recursion, it’s simply referring to casting a ray to test visibility from one point to another. Ray tracing now most commonly means exactly the same thing, and expecting anything else will often lead to confusion.

“Ray marching” is also overloaded ;) but what you’re referring to (also and originally called ‘sphere tracing’) is a new and separate idea from either ray casting or ray tracing (if you’re thinking of something other than ray casting when you say that.) Ray casting/tracing is most often done using non-iterative analytic intersection functions, where the style of ray marching you’re referring to is a distance field query, not a point to point visibility query, so ”ray marching” generally implies a different traversal algorithm, and (usually) a different representation of the geometry.

You can use any/all of these to build path tracers, but they come with different tradeoffs.

The Covington Celerons had an L1 cache but no L2 cache. The Pentium II of the era had an off-die L2 cache. So the accelerometer was a binned Pentium II without any L2 cache. A later model of the Celeron was released with a 128k L2 off-die L2 cache.

At its base clock speeds the Celerons were middling chips. But since they readily overclocked you could get them up to 450-466MHz. They wouldn't be equivalent to the same speed Pentium II (because of no L2 cache) but they punched above their weight for the price.

The Celeron-A's had on-die cache, making them pretty much a match for a regular P2 of the same clock/bus speed. There was also a mobile P2 with 256K of on-die L2, predating Coppermine P3's.
I must have misremembered, it's been a long time. I swore there were Celeron 300As that were Covington cores with the external L2 cache but it makes sense they were the Mendocino cores with the on-die L2.

I really wanted an overclocked Celeron set up but for the year or so they were hot shit my upgrade money went to storage. That was more pressing for me at the time. By the time I was due for (and could afford) a system upgrade I was able to go directly to a Pentium III.