( http://www.gamedev.net/topic/574367-ray ... try4901878 )
so i decided to switch to software accelerated real time ray tracing.
i hope i will be possible to create my new graphics engine based on this technology.
so, currently, what i am on:
-the goal is to get a really fast graphics engine that have logarithmic scaling if i incrase the polygon and object number
-however, basic effects also needed, after all this is a ray tracer:
-shadow ( done ), reflection ( broken ), refraction ( done, i think ), light component division ( not yet ), shineyness with normal map ( not yet ), cool shadowing of gaps ( not yet ), etc...
-unlimited polygons ( done, scales up to maximum 1 billion polygons)
-dynamic scene ( done, however, needs to be faster )
-maybee i would able to run it playable on a 4 core cpu ( umm.. no.. if i turn on effects, it needs moar core )
-HD image with core2quad or above ( i dont think i will be able to reach this goal, aniway, the output image is fugly )
-no gpu at all. the goal is to get rid of gpus
-it eats a huge ram currently (1 gbyte for a scene in normal resolution)
-aa ( some aa like thing implemented ), dof ( done )
-clear image ( i think i cant do that )
-light overbright ( no hdr yet )
-96bit rendering
currently:

some refraction

shadows - dat bug arent there any more

alpha

smoother shadows

random kyuubee gif from internet that indicates how strangely this project gona fail