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#raycaster — Public Fediverse posts

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  1. I also updated the untextured version with a purple floor and a sky that’s moving when turning. It doesn’t affect wasm fuel consumption too much. It should hopefully still be possible to run on the real hardware.

    #RayCaster #RustLang #GameDev #FireflyZero

  2. I tried to do some optimization, but it didn’t seem to make much of a difference. So I changed all the textures instead.

    #RayCaster #GameDev #RustLang

  3. The raycaster now has support for stationary sprites. Next up is probably adding support for sprite scaling and changing height position.

    #RustLang #RayCaster #FireflyZero

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

  6. 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

  7. 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

  8. 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

  9. 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... 😅

  10. 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.

  11. Faster, faster, faster. I keep finding ways to optimise my raycaster for the Acorn Electron. Less calculations, more interpolation ==> more speed, less accuracy. #8bitcoders #acornelectron #raycaster

  12. Acorn Electron raycaster, now with 2 different shading pattern types for north/south and east/west facing walls respectively. Makes it easier to distinguish shapes when moving about I think #acornelectron #raycaster #8bit

  13. is a .

    c-ray is a path tracing renderer focused on graphics research and experimentation. c-ray's source code is made to be readible, while still implementing complex rendering techniques. c-ray supports many platforms, and can load common file formats and render beautiful images with reflections and other effects.

    Website 🔗️: github.com/vkoskiv/c-ray