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Graphics demo - raytraced reality board

Sixty-four tiles, all decided by the sim

A flagship 8x8 chessboard-style cathedral map, rendered live by a pure-C# CPU raytracer. A hero auto-walks a serpentine route through all 64 tiles of the nave; every tile fires a real, physically- or AI-driven interaction - water ripple, flame flicker, cast shadows, polished-floor reflections, rigid-body token drops, guard line-of-sight - and the cameras only observe. The simulation decides, the renderer shows the evidence, the camera tells the story.

Built on OnlyCSharp 1.7 (BCL-only, warnings-as-errors, AOT-clean). The scene is traced by the reused ComputerGraphics.RayTracer + Light leaves and encoded to animated GIF by ComputerGraphics.ImageCodecs.Gif89a - recursive reflections, real cast shadows, stained-glass coloured light, and per-tile Newtonian physics, all in managed C#. Everything below is a live render, not a pre-baked movie.

Six camera views of the cathedral board tiled 3x2
Six synchronized cameras

Six cameras (RTS, FPS, third-person, top-down, south-facing, diagonal) tiled 3x2, all reading the same instant of one simulation. The bottom band is a live minimap - tiles glow in their subsystem colour as visited - plus a per-tile HUD.

One steep near-top-down camera framing the entire 8x8 board
Full-board overview

One steep near-top-down camera framing the entire 8x8 board and cathedral at once: sun, candle and stained-glass light, real cast shadows, polished-tile reflections, fountain, flame, guard AI, and gravity shown as red velocity arrows on airborne physics tokens.

A single diagonal beauty camera following the hero
Beauty follow-cam

A single diagonal beauty camera following the hero: candle glow, columns framing the shot, polished tiles taking recursive reflections, and metal reliquary tokens left where the hero stepped.

Material-ID, light-visibility and AI debug panels
Debug proof sheet

Material-ID, light-visibility (green = lit, black = shadow = missing light, never an overlay), and NPC/guard AI (markers + line-of-sight), with a legend column and a live counter of guard state, token count and visited/64 - the render proving itself correct.

A door chopped through with an axe and collapsing per its joints
Door-breach assembly

The door-as-assembly damage demo: a door swings on its hinges, is chopped through at explicit slow-motion hit points, then breaks down and falls per its surviving joints. Front action cam, side profile cam, and a live joint-load and plank-integrity HUD.

A hero crosses a velvet rope and a guard escalates its alert
Rope-violation gameplay beat

A hero crosses a velvet rope into a restricted zone; the rope physically sways (real Verlet dynamics), a guard sees it via a real line-of-sight ray and escalates Patrol -> Observe -> Approach -> Warn, reddening as alert rises.