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Cube engine demo

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Uploaded by on Dec 8, 2008

Here's my most recent 3D engine. It's coded in C, using SDL. It is a raytracer (accidentally said raycaster) engine, and casts a ray for *every* pixel, which explains why it is so slow.

I intend on porting this to MegaZeux, as at a resolution of 80x25, it goes quite fast.

There are 431 lines of code. Some code is repeated. About 60 of those lines are level data.

I may post videos of my other engines, which are about as 3D as Wolfenstein was.

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Uploader Comments (iamgreaser)

  • Yeah, I accidentally referred to it as a raycaster. It's definitely a raytracer, albeit a bit limited. I *have* made raycasters, though! (I at least know about the fisheye effect.)

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  • This is a common misconception. A raycaster is a subset of a raytracer which only has one level or ray intersections check (that is the ray from the camera to the world). A raytracer sends more than one rays to the world (for shadows, reflections, etc). That is the major difference between a raycaster and a raytracer.

    The vertical line thing has nothing to do with raycasting, it is only a 2D implementation of it.

  • One little correction: If it casts a ray for every pixel, it's a raytracer, not a raycaster. Raycasters cast rays for every vertical line and are therefore a little more limited (but a lot faster, too). But still, you seem to have some great code up there. GJ.

  • Great!

    The thing about surfaces turning into one color when you move down on them seems perfectly reasonable to me. You could give the cam a small bounding box to prevent that from happening.

    Also, please add reflecting spheres and glass cubes. :)

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