Wednesday, November 9, 2011

Success!... Kinda...

Well, after a couple of weeks of kluging, I finally have a working SVO rasterizer in UnrealScript. THis is step one of my master plan (Bwa-Ha-Haaa!) Unfortunately, I have a leetle problem.

It's slow. I mean really slow. Slower than snail snot uphill in a headwind slow. <<1 fps slow. WHich sucks mercilessly.

The main problem is that constructing an SVO is a time consuming process, and if at all possible, the best way to do it would be on the GPU, or at least on a pathway that allows rapid switching to the GPU for processing. Unfortunately, UnrealScript does not allow for this, and, additionally, runs 20-50 times slower than native C++ anyway. Hence the incredible slowness to which I already alluded. Now, I'm sure there are ways to speed up the process; I can separate static and dynamic mesh generation, streamline what is generated and where, and basically shortcut it to hell and back, but the fact remains it will be slow.

So, I think, sadly, with regret, it's time to shut the door on the dream of achieving this in UDK and instead simply port my cone-tracer directly to CUDA and connect it to Maya natively.

It's sad, but ultimately, this is my best shot of getting this done in anything approaching realtime.

More news as it happens, I guess :(