A downloadable Chess Ray Tracing demo for Windows and Linux

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PATH TRACING on low-end devices using AI. Even runs on integrated graphics.

Proof of concept of small-scale AI

A showcase of an early version of an "AI Path Tracer" in the form of a simple chess-based puzzle game. This is simply meant to be a tech demo rather than a fully fledged game. Made with Godot 4.

Expect more projects in the future with improved quality and performance (for mobiles and VR)

RT features in the game

  • Sub-surface scattering (Scene 1)


  • Diffuse reflections (all scenes)


  • Caustics (Scene 3 - queen)


  • Global Illumination (all scenes)
  • Refraction (Main menu and Scene 3)


  • Shadows - all scenes but not very good

Go to Settings to change the "Path Tracing quality". Lower quality settings should even run on integrated graphics.


TRY the Precompiled version first. If it does not work, then try CompileFromScratch version. CompileFromScratch will take some time.

If "Windows protected your PC" smart screen message pops up, click "More info", then "Run anyway".

Socials

Twitter - https://twitter.com/immortalray98
Reddit - https://www.reddit.com/user/immortal_ray
Mastodon - https://mastodon.gamedev.place/@immortal_ray

For any bugs and issues, please leave a comment below and mention your PC specs if possible.

Known Issues:

The game randomly crashes during shader compilation step or changing scenes on some computers, irrespective of specs.

StatusReleased
PlatformsWindows, Linux
Rating
Rated 4.8 out of 5 stars
(4 total ratings)
Authorimmortal_ray
GenrePuzzle
Made withGodot
Tagsai, Chess, Godot, godot4, path-tracing, Photorealistic, ray-traciing, tech-demo
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse
LinksTwitter/X, YouTube

Download

Download NowName your own price

Click download now to get access to the following files:

Linux_Prototype.zip 369 MB
Windows_Builds_Update.zip 184 MB

Development log

Comments

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(1 edit)

Linux version causes System Lockup due from an OOM error.

I can get the CPU maxing out but filling system memory which started at only 2gb of 32gb being used, and proceeding to max it out to OOM is insane. How do you even do something like that? I really wanna know.

This isn't just some "Experimental" error that can be brushed off, this is a major issue. Could be some huge bug in shader code, blatant intent (I am not accusing), or something is wrong with the build that causes it to (speculating) load the same assets into memory over and over again until lockup. Maybe the build speculation is actually what the shader is doing. My system doesn't live long enough to tell.

Specs in case you are wondering:

OS: Mint Cinnamon 21.3 X86_64

CPU: AMD Ryzen 5 2600 ( 6 cores - 12 threads ) @3.4ghz

GPU: Nvidia RTX 3060 12gb (Lite Hash Rate)

GPU Driver: Nvidia-Driver-535

RAM: 32gb DDR4 @2133mhz

ps: Never seen something like this in my life, something is wrong with the program specifically.

(1 edit)

As a fellow Godot dev this is so cool. I'm jealous. Will you open source this at any point?

Amazing job. Can you tell me more about your implementation?

Approximating the pixel colors with neural network

This looks promising! How would this look on mobile?

Thank you! Android build is in a very bad shape at the moment. Barely boots. Even the PC version has a few issues so it'll take a while for me to figure out Android.