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forum topic indicator I’m making a ray-traced rendering engine that accepts Coppercube CCBZ files.
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haydenstrauss
Registered User
Quote
2026-06-17 03:27:06

Although I’m not a good programmer, I’ve been slowly developing my own 3D raytracing engine since March. I use CopperCube as a general purpose 3D scene / map editor and renderer, but found the built-in 3D engine far too limiting. Perception Engine is my attempt at reducing the friction CopperCube ads to my workflow, while keeping CopperCube’s benefits of rapid iteration. Part of the Perception Engine suite is ProMove, which is a basic 3D animation / scene editor app. All were written by hand in VB.NET, with some AI coding help especially for the algorithms. All ray-tracing is done via multi-threaded CPU light calculations. I’m still debating whether I’ll release this publicly, or how I will do so. But I’m open to it for now. Truthfully, I just wish I had the source code to the coppercube editor so I could attempt to “fix it” lol. This program has such charm but a few easy-to-fix limitations.

Perception Engine is still in Alpha and needs a lot more work before it would be usable for most situations.

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🔎︎


Here’s a few screenshots & images I’ve rendered with it: https://imgur.com/a/exFmKPN

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guest_Sam
Guest
Quote
2026-06-19 21:46:35

Looks good, is it pretty fast?

Sam.

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dosgamer6601
Registered User
Quote
2026-06-21 05:21:07

Looks very cool

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haydenstrauss
Registered User
Quote
2026-06-21 21:16:32

guest_Sam wrote:
Looks good, is it pretty fast?

Sam.


Not particularly lol. I have a Ryzen 7950X, and most 1440p renders take about 90 seconds per frame. Since my engine already has to deconstruct CopperCube's WebGL CCBZ files, I may try to see if I can implement a realtime light overlay by scraping the WebGL context in a running CopperCube game. But we'll see if that's possible. CopperCube is quite resistant to being messed with like that, which is why I haven't pursued a realtime option more aggressively.


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