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Box & Reflective Tetrahedron

Using a BSP tree for reflections and object intersection
This was built for efficiency with a single-class binary space tree implementation. The tree is stored in flattened, fixed size arrays for optimal performance - no expensive memory allocation and object creation or deletion.
The render buffer is a byte array which is displayed using a MemoryImageSource and an IndexColorModel (this is 256 colours).

Files

Raytrace.java 40,705 bytes

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