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#raycaster — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #raycaster, aggregated by home.social.

  1. Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - hackaday.com/2025/01/16/buildi #softwarehacks #raycasting #raycaster #bash #code

  2. Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - hackaday.com/2025/01/16/buildi #softwarehacks #raycasting #raycaster #bash #code

  3. Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - hackaday.com/2025/01/16/buildi #softwarehacks #raycasting #raycaster #bash #code

  4. Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - hackaday.com/2025/01/16/buildi #softwarehacks #raycasting #raycaster #bash #code

  5. Building a Raycaster Within Bash - Wolfenstein 3D was a paradigm-shifting piece of software, using raycasting techniq... - hackaday.com/2025/01/16/buildi #softwarehacks #raycasting #raycaster #bash #code

  6. This maze game is getting closer to being finished. Can't wait for this to get out.
    #raycaster #maze #y2k

  7. This maze game is getting closer to being finished. Can't wait for this to get out.
    #raycaster #maze #y2k

  8. This maze game is getting closer to being finished. Can't wait for this to get out.
    #raycaster #maze #y2k

  9. This maze game is getting closer to being finished. Can't wait for this to get out.
    #raycaster #maze #y2k

  10. 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

  11. 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

  12. 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

  13. 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

  14. 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

  15. 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.

    #raycaster #gamedev #indiedev #sdl #sdl3

  16. 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.

    #raycaster #gamedev #indiedev #sdl #sdl3

  17. 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.

    #raycaster #gamedev #indiedev #sdl #sdl3

  18. 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.

    #raycaster #gamedev #indiedev #sdl #sdl3

  19. 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.

    #raycaster #gamedev #indiedev #sdl #sdl3

  20. 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 :/

    #raycaster #indiedev #gamedev #sdl #sdl3

  21. 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 :/

    #raycaster #indiedev #gamedev #sdl #sdl3

  22. 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 :/

    #raycaster #indiedev #gamedev #sdl #sdl3

  23. 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 :/

    #raycaster #indiedev #gamedev #sdl #sdl3

  24. 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 :/

    #raycaster #indiedev #gamedev #sdl #sdl3

  25. Currently working on adding portals to my 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... 😅

  26. 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... 😅

  27. 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... 😅

  28. 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... 😅

  29. I've spent some time trying to get floor & ceiling textures working in my toy , 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.

  30. 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.

  31. 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.

  32. 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.