Faze
v2.0.0-pre
v2.0.0-pre
  • Introduction
  • Getting Started
  • Abstractions
    • IPipeline
    • IGameState
    • IPlayer
    • Rendering
      • ITreePainter
      • IPaintedTreeRenderer
      • IColorInterpolator
  • Engine
    • Agents
  • Rendering
    • Tree Renderers
      • SquareTreeRenderer
      • SliceAndDiceTreeRenderer
    • Color Interpolators
  • Concept
    • Tree Rendering
    • Real-time Rendering
  • Blog
    • Visualising games as fractals
    • Visualising player choice
  • Examples
    • 8 Queens Problem
    • Chess Pieces
    • Gallery
  • Research
    • Renderers
      • Square Tree Renderer
      • Circle Edge Renderer
      • Compressed Square Tree Renderer
  • GitHub Repository
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  1. Concept

Real-time Rendering

Work in progress

PreviousTree RenderingNext8 Queens Problem

Last updated 3 years ago

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Rendering games with large decision trees will mean the possibility of zooming into the image, exploring all the possible ways to play it. However, there will be too much information to simply create a high enough resolution image. If you wanted to print a single high-res image of noughts and crosses, rendering the whole of the game tree, you would need an area of ~1.66m21.66m^21.66m2 or ~65in265in^265in2 ( =39pixelsāˆ—300pixels/in= 3^9pixels * 300pixels/in=39pixelsāˆ—300pixels/in )

Instead, we can filter the game tree by keeping track of only the parts that are being displayed within the viewport, collecting only the data for possible games within that sub-tree.

Real-time pipeline