rays | Ray tracing based language benchmarks | Game Engine library

 by   kidoman Java Version: Current License: No License

kandi X-RAY | rays Summary

kandi X-RAY | rays Summary

rays is a Java library typically used in Gaming, Game Engine applications. rays has no vulnerabilities and it has low support. However rays has 3 bugs and it build file is not available. You can download it from GitHub.

Ray tracing based language benchmark inspired from:.
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            kandi-support Support

              rays has a low active ecosystem.
              It has 96 star(s) with 25 fork(s). There are 7 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 2 have been closed. On average issues are closed in 0 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of rays is current.

            kandi-Quality Quality

              OutlinedDot
              rays has 3 bugs (3 blocker, 0 critical, 0 major, 0 minor) and 56 code smells.

            kandi-Security Security

              rays has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              rays code analysis shows 0 unresolved vulnerabilities.
              There are 7 security hotspots that need review.

            kandi-License License

              rays does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              rays releases are not available. You will need to build from source code and install.
              rays has no build file. You will be need to create the build yourself to build the component from source.
              rays saves you 382 person hours of effort in developing the same functionality from scratch.
              It has 910 lines of code, 64 functions and 22 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed rays and discovered the below as its top functions. This is intended to give you an instant insight into rays implemented functionality, and help decide if they suit your requirements.
            • Performs the inner loop
            • Test to see if a ray is hit
            • Normalize the vector
            • Computes the dot product of this vector
            • Add another vector
            • Clamp the value to a byte
            • The inner loop function
            • Sample the sky color for the origin
            • Multiply this vector by another vector
            • Entry point for running Raycaster
            • Parses the arguments
            • Save the packet
            • Create Ray vectors from file
            • Start a render pass
            • Create a ray vector from an array of strings
            • Saves the JSON data to a file
            • Prints the usage
            Get all kandi verified functions for this library.

            rays Key Features

            No Key Features are available at this moment for rays.

            rays Examples and Code Snippets

            No Code Snippets are available at this moment for rays.

            Community Discussions

            QUESTION

            Python append to list replacing all previous indexes with last value
            Asked 2021-Jun-03 at 14:19

            In the following Python 3 code, the correct value is written into the daysSchedule but when iterating to the next value.

            ...

            ANSWER

            Answered 2021-Jun-03 at 06:59

            All the trouble came from the way you use classes. Please, note the difference:

            This:

            Source https://stackoverflow.com/questions/67815636

            QUESTION

            Unity ML Agents Ray Perception Sensor 2D not showing collisions
            Asked 2021-May-24 at 13:49

            I am still relatively new to the Unity environment and am currently working with reinforcement learning and ML agents. For this I wanted to add an agent to the 2D platformer.

            I have attached two ray perception sensors to my agent. Unfortunately I can't get any hits with these sensors, at least they are not displayed as usual with a sphere in the gizmos.

            The sensors are casting rays, but like you see in the image, they are not colliding.

            The ray perception sensor are childs of the agent, defined in its prefab. I defined the sensors to collide with 4 tags: Untagged, ground, enemy and coin

            I assigned the coin tag to the token, the enemy tag to the enemy and the ground tag to the tilemap forming the ground. The token has a circle collider, while the enemy has an capsule collider. On the tilemap there is a tilmap collider.

            I would now expect the sensor to collide with the token, enemy and ground and display these hits in spheres, but it does not.
            So, what am I doing wrong?

            ...

            ANSWER

            Answered 2021-May-24 at 13:49

            After a lot more investigation i figured out the problem myself:

            The tags where correctly configured, but i had an misunderstanding in the Ray Layer Mask.

            Ray Layer Mask

            Previously i had configured it to "Everything"/"Default" which resulted in a collision in the sensor itself and seems not right (Despite the player tag was not in the detagtable tags).

            After i created more layers and assigned my targets to these layers, everything starts working as intended.

            Working Result

            Maybe this answer will help someone, having similar issues.

            Source https://stackoverflow.com/questions/67643885

            QUESTION

            Getting the current coordinates after rotate/translate Canvas
            Asked 2021-May-24 at 09:28

            I’m stuck trying to figure out how to use .getTransform to determine what point A x1/y1 and point B x2/y2of each of my lines would be after translate and rotate. I've found other answers but they don't seem to target exactly what I need nor do I fully understand the matrix that gets returned.

            From the snippet provided you can see that my lines always return their original values. I know there's a formula for this I just don't know it or how I would implement it.

            What I need is the start and end points of every line. The plan will be to rotate (animated spinning) them to any angle and have those coordinates get used for ray casting. I've previously done this from a center point out or one direction to another but not with so many lines using the rotate method.

            Here's the snippet

            ...

            ANSWER

            Answered 2021-May-24 at 09:28

            You can use the DOMPoint interface which does provide a .matrixTransform(DOMMatrix) method.

            Source https://stackoverflow.com/questions/67662474

            QUESTION

            How to make a MOBA game control?
            Asked 2021-May-20 at 04:34

            I want to do the controls like in Dota. There, when you click on any terrain, a point appears where the character needs to go. How to make this system? I am trying to do this with rays but cannot find the end position:

            ...

            ANSWER

            Answered 2021-May-20 at 04:34

            If you want to make a raycast from the camera to where the user is pointing, use these:

            Source https://stackoverflow.com/questions/67609061

            QUESTION

            GGplot Plotting Each Point Twice
            Asked 2021-May-19 at 07:16

            I am trying to make an animated bubble chart for a baseball league I'm in. Once I create the animated graph and convert it into a gif, it plots each team twice, as shown in the picture below. The legend should only hold 14 points/teams, but it shows 28 instead.

            My code is the following:

            ...

            ANSWER

            Answered 2021-May-19 at 05:42

            Answer

            Remove the whitespace around the names:

            Source https://stackoverflow.com/questions/67597378

            QUESTION

            C# HttpClient throws System.OutOfMemoryException over VPN
            Asked 2021-May-13 at 11:57

            I have a WPF desktop application that consumes Web API over VPN. Relevant details:

            • App type: WPF
            • .NET: 4.6.2
            • OS: Windows 10
            • VPN: Palo Alto GlobalProtect

            And sometimes it throws an uncaught exception from HttpClient on application start:

            ...

            ANSWER

            Answered 2021-May-13 at 11:57

            finally, I was able to find and fix issue. Actual problem was here:

            Source https://stackoverflow.com/questions/67211530

            QUESTION

            css animation spinning sun
            Asked 2021-May-08 at 16:21

            How can I animate the the sun rays to go around the circle part of the sun. The svg is actually a background image if that matters.

            ...

            ANSWER

            Answered 2021-May-08 at 15:43

            QUESTION

            What is the difference between ray tracing, ray casting, ray marching and path tracing?
            Asked 2021-May-02 at 08:31

            As far as I know, all the techniques mentioned in the title are rendering algorithms that seem quite similar. All ray based techniques seem to revolve about casting rays through each pixel of an image which are supposed to represent rays of real light. This allows to render very realistic images.

            As a matter of fact I am making a simple program that renders such images myself based on Raytracing in one Weekend.

            Now the thing is that I wanted to somehow name this program. I used the term “ray tracer” as this is the one used in the book.

            I have heard a lot of different terms however and I would be interested to know what exactly is the difference between ray tracing, ray matching, ray casting, path tracing and potentially any other common ray-related algorithms. I was able to find some comparisons of these techniques online, but they all compared only two of these and some definitions overlapped, so I wanted to ask this question about all four techniques.

            ...

            ANSWER

            Answered 2021-May-02 at 08:31

            My understanding of this is:

            1. ray cast

              is using raster image to hold the scene and usually stop on first hit (no reflections and ray splitting) and does not necessarily cast ray on per pixel basis (usually per row or column of screen). The 3D version of this is called Voxel space ray cast however the map is not voxel space instead 2 raster images RGB,Height are used.

              For more info see:

            2. (back) ray trace

              This usually follows physical properties of light so ray split in reflected and refracted and we stop usually after some number of hits. The scene is represented either with BR meshes or with Analytical equations or both.

              for more info see:

              the back means we cast the rays from camera to scene (on per pixel basis) instead of from light source to everywhere ... to speed up the process a lot at the cost of wrong lighting (but that can be remedied with additional methods on top of this)...

            The other therms I am not so sure as I do not use those techniques (at least knowingly):

            1. path tracing

              is optimization technique to avoid recursive ray split in ray trace using Monte Carlo (stochastic) approach. So it really does not split the ray but chose randomly between the 2 options (similarly how photons behave in real world) and more rendered frames are then blended together.

            2. ray marching

              is optimization technique to speed up ray trace by using SDF (signed distance function) to determine safe advance along the ray so it does not hit anything. But it is confined only to analytical scene.

            Source https://stackoverflow.com/questions/67347177

            QUESTION

            How to get parallel GPU pixel rendering? For voxel ray tracing
            Asked 2021-Apr-28 at 03:07

            I made a voxel raycaster in Unity using a compute shader and a texture. But at 1080p, it is limited to a view distance of only 100 at 30 fps. With no light bounces yet or anything, I am quite disappointed with this performance.

            I tried learning Vulkan and the best tutorials are based on rasterization, and I guess all I really want to do is compute pixels in parallel on the GPU. I am familiar with CUDA and I've read that is sometimes used for rendering? Or is there a simple way of just computing pixels in parallel in Vulcan? I've already got a template Vulkan project that opens a blank window. I don't need to get any data back from the GPU just render straight to the screen after giving it data.

            And with the code below would it be significantly faster in Vulkan as opposed to a Unity compute shader? It has A LOT of if/else statements in it which I have read is bad for GPUs but I can't think of any other way of writing it.

            EDIT: I optimized it as much as I could but it's still pretty slow, like 30 fps at 1080p.

            Here is the compute shader:

            ...

            ANSWER

            Answered 2021-Apr-04 at 10:11

            Compute shader is what it is: a program that runs on a GPU, be it on vulkan, or in Unity, so you are doing it in parallel either way. The point of vulkan, however, is that it gives you more control about the commands being executed on GPU - synchronization, memory, etc. So its not neccesseraly going to be faster in vulkan than in unity. So, what you should do is actually optimise your shaders.

            Also, the main problem with if/else is divergence within groups of invocations which operate in lock-step. So, if you can avoid it, the performance impact will be far lessened. These may help you with that.

            If you still want to do all that in vulkan...

            Since you are not going to do any of the triangle rasterisation, you probably won't need renderpasses or graphics pipelines that the tutorials generally show. Instead you are going to need a compute shader pipeline. Those are far simplier than graphics pipelines, only requiring one shader and the pipeline layout(the inputs and outputs are bound via descriptor sets).

            You just need to pass the swapchain image to the compute shader as a storage image in a descriptor (and of course any other data your shader may need, all are passed via descriptors). For that you need to specify VK_IMAGE_USAGE_STORAGE_BIT in your swapchain creation structure.

            Then, in your command buffer you bind the descriptor sets with image and other data, bind the compute pipeline, and dispatch it as you probably do in Unity. The swapchain presentation and submitting the command buffers shouldn't be different than how the graphics works in the tutorials.

            Source https://stackoverflow.com/questions/66913186

            QUESTION

            For loops output all the same value
            Asked 2021-Apr-26 at 03:12

            So I have a json list and use two input request.args.get('sport') and request.args.get('team') to find those values in my list. If the value is found I want to output more info on the team and sport.

            This is what I tried to do:

            ...

            ANSWER

            Answered 2021-Apr-25 at 17:58
                    for team in scores_list['scores']:
                        teams_list.append("{} ({}) ({}) {} ({}) - ({}) {}".format(team['full_name'], team['date'],
                                                                                  team['sport'], team['home_name'],
                                                                                  team['home_score'], team['away_score'],
                                                                                  team['away_name']))
            

            Source https://stackoverflow.com/questions/67256025

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install rays

            You can download it from GitHub.
            You can use rays like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the rays component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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