Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.
So I wrote a raycaster a while back (in April I think) and rediscovered it while digging through my unfinished projects.
I intend to turn it into an actual game at some point, but for now all you can do is walk around.
It's written in C++, and uses SDL for drawing and input.
The main thing still missing from the rendering engine is the ability to draw sprites.
Anyway, I thought I'd make a YouTube video of the raycaster in action and show it off.
Oh, and since the video isn't the best quality, here's a screenshot:
The novice realizes that the difference between code and data is trivial. The expert realizes that all code is data. And the true master realizes that all data is code.
jaymonster138 wrote: What exactly is a "Raycaster"?
You stole the words out of my mouth.
Edit: I think he was demonstrating hidden surface removal, but since the surfaces were hidden to begin with you see no visual differences, only performance gain.
Falco Girgis wrote:It is imperative that I can broadcast my narcissistic commit strings to the Twitter! Tweet Tweet, bitches!
Maybe you guys should stop commenting like this if you don't know what it is. He's not using OpenGL or any pre-set 3d calculation, he's made a raycaster which draws the screen by the pixels, using "rays" to work out the size and texture splicing of the walls that the player can see. There's a good tutorial on it on Gamedev.net.
And yeah this is awesome, you should totally go for a full-on Doom style FPS game with this.
Ryan Pridgeon C, C++, C#, Java, ActionScript 3, HaXe, PHP, VB.Net, Pascal Music | Blog