Added: 3 years ago
From: RedNifre
Views: 8,037
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  • How did you do the texture splitting? I made the raycaster, but I can't figure out how I should go about slicing images.

  • @VoltageEntertainment I'm not sure I understand the question.

    Wall textures are actually loaded rotated by 90 degree, so pixels of the same column are next to each other in memory, which helps with caching. Trigonometry is heavily based on interpolation, there are only 2 trigonometric calculations per frame for the walls and 2 for each pixel line of the floor. Rest is done by fixed point additions (integers where the lower 8 bits are interpreted as fractions).

  • sooo... source?!

  • @TehGameMaker Naah...

  • trumbs up if you know this face from Dark Seed

  • Any recommended books / resources for those wanting to write a similar engine from scratch? Nice vid!

  • Except for music, demo looks good.

  • awesome! (thanks! i'm gonna have nightmares tonite! :P)

  • breathtaking...

  • I love the Giger's extures, you've used them very well. I like the lights too.

  • cool

  • I found a ray casting engine for mIRC, its really cool 3d

    /watch?v=hFJvdGzC9zk

  • Thanks! Seems like a nice hack.

  • how do you mean ? hehe

  • HR GIGER!!! UBER KRIEG MAN!!!!

  • as i told you on your cannel... just awesome. =)

  • impressive

  • Wow...

    I never knew raycasting could look so cool.

  • Niiice... I'm thinking about doing a raycasting engine and game for my next project. I did one way back in my Amiga days but only got as far a simple walk around demo that only had wall textures.

  • Sorry for the bad music. I had to use one that did not cause any legal problems. :-/

    Anyway, please comment!

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