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:
Re: Raycaster
Posted: Thu Nov 26, 2009 1:57 am
by jaymonster138
thats really tight. What exactly is a "Raycaster"?
Re: Raycaster
Posted: Thu Nov 26, 2009 9:57 am
by dandymcgee
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.
Re: Raycaster
Posted: Thu Nov 26, 2009 11:56 am
by andrew
jaymonster138 wrote:What exactly is a "Raycaster"?
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.
Re: Raycaster
Posted: Fri Nov 27, 2009 10:04 pm
by Falco Girgis
Gentlemen, don't you remember playing Doom 95 and Wolfenstein 3D on Windows 3.1 and Windows 95 before dedicated 3D cards were even invented?
Ever wondered how in the fuck Doom was ported to the Super Nintendo? Wonder no more.