#raycaster — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #raycaster, aggregated by home.social.
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Well, my friend @lasermtv07 (skibidi kikuri) just posted a new video. #devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine
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Well, my friend @lasermtv07 (skibidi kikuri) just posted a new video. #devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine
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Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #softwarehacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #softwarehacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #softwarehacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #softwarehacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #softwarehacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #SoftwareHacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #SoftwareHacks #raycasting #raycaster #bash #code
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Building a Raycaster Within Bash https://hackaday.com/2025/01/16/building-a-raycaster-within-bash/ #SoftwareHacks #raycasting #raycaster #bash #code
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This maze game is getting closer to being finished. Can't wait for this to get out.
#raycaster #maze #y2k -
This maze game is getting closer to being finished. Can't wait for this to get out.
#raycaster #maze #y2k -
This maze game is getting closer to being finished. Can't wait for this to get out.
#raycaster #maze #y2k -
This maze game is getting closer to being finished. Can't wait for this to get out.
#raycaster #maze #y2k -
I have no idea if I'm going to even use it but I wrote a generator that gives me infinite varieties of dungeon bricks that look pretty decent. (code is kinda a mess, wrote it quickly and haven't cleaned it up since I got it working yet, and uses a lot of my own personal libs but the idea should be clear)
#gamedev #indiedev #raycaster #generation #texture #sdl #sdl3
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I have no idea if I'm going to even use it but I wrote a generator that gives me infinite varieties of dungeon bricks that look pretty decent. (code is kinda a mess, wrote it quickly and haven't cleaned it up since I got it working yet, and uses a lot of my own personal libs but the idea should be clear)
#gamedev #indiedev #raycaster #generation #texture #sdl #sdl3
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I have no idea if I'm going to even use it but I wrote a generator that gives me infinite varieties of dungeon bricks that look pretty decent. (code is kinda a mess, wrote it quickly and haven't cleaned it up since I got it working yet, and uses a lot of my own personal libs but the idea should be clear)
#gamedev #indiedev #raycaster #generation #texture #sdl #sdl3
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I have no idea if I'm going to even use it but I wrote a generator that gives me infinite varieties of dungeon bricks that look pretty decent. (code is kinda a mess, wrote it quickly and haven't cleaned it up since I got it working yet, and uses a lot of my own personal libs but the idea should be clear)
#gamedev #indiedev #raycaster #generation #texture #sdl #sdl3
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I have no idea if I'm going to even use it but I wrote a generator that gives me infinite varieties of dungeon bricks that look pretty decent. (code is kinda a mess, wrote it quickly and haven't cleaned it up since I got it working yet, and uses a lot of my own personal libs but the idea should be clear)
#gamedev #indiedev #raycaster #generation #texture #sdl #sdl3
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More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
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More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
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More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
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More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
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More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
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had to re-write a few parts of the renderer but I can do off-grid objects, thin walls, and sprites now, and it looks pretty decent with the software lighting even with 2 bit textures put in to test. Fun part is basically over, that means i should probably start implementing more gameplay :/
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had to re-write a few parts of the renderer but I can do off-grid objects, thin walls, and sprites now, and it looks pretty decent with the software lighting even with 2 bit textures put in to test. Fun part is basically over, that means i should probably start implementing more gameplay :/
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had to re-write a few parts of the renderer but I can do off-grid objects, thin walls, and sprites now, and it looks pretty decent with the software lighting even with 2 bit textures put in to test. Fun part is basically over, that means i should probably start implementing more gameplay :/
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had to re-write a few parts of the renderer but I can do off-grid objects, thin walls, and sprites now, and it looks pretty decent with the software lighting even with 2 bit textures put in to test. Fun part is basically over, that means i should probably start implementing more gameplay :/
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had to re-write a few parts of the renderer but I can do off-grid objects, thin walls, and sprites now, and it looks pretty decent with the software lighting even with 2 bit textures put in to test. Fun part is basically over, that means i should probably start implementing more gameplay :/
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Totally sane and normal video options here, yep.
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Totally sane and normal video options here, yep.
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Totally sane and normal video options here, yep.
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Totally sane and normal video options here, yep.
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Totally sane and normal video options here, yep.
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Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.
Eventually we'll get there, but right now it feels like fumbling in the dark.
My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.
Get a hobby, they said... 😅
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Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.
Eventually we'll get there, but right now it feels like fumbling in the dark.
My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.
Get a hobby, they said... 😅
-
Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.
Eventually we'll get there, but right now it feels like fumbling in the dark.
My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.
Get a hobby, they said... 😅
-
Currently working on adding portals to my #raycaster engine. However I have not been blessed with the gift of Maths, so it's taking quite some time, and causing me an above-average level of frustration.
Eventually we'll get there, but right now it feels like fumbling in the dark.
My next attempt will probably involve pen and paper-ing my way through the current implementation to try and grok what it's doing, and where I'm making mistakes.
Get a hobby, they said... 😅
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I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.
Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.
I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.
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I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.
Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.
I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.
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I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.
Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.
I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.
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I've spent some time trying to get floor & ceiling textures working in my toy #raycaster, but the result is consistently *very* slow on anything but tiny screen resolutions.
Is this an inherent property of this type of technology? Googling around gives me a few other implementations, but they generally sidestep it by omission, or just using small screen (read: canvas) sizes.
I think I'll just skip it for now and implement sprites first, but I hope I can find some way to solve it later.
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