Evolution of XI Raycast Engine

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
1,780
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Jun 30, 2010

This is the evolution up to the current status of my game engine.
Written in VB.NET 2005 (So will require Windows)
This is a full raycast engine, it has a map editor, texture editor, script, AI, scenes, everything you can imagine in game like Wolfenstein and Pathways into Darkness.

The engine is modelled after Pathways into Darkness.

These are the iterations that it went through:
*Ray firing test
*Ray render and movement test
*Distance darkness test
*Weapon rendering test
*General fixes with engine
*Top row of textures and buffer rendered weapon
*First texture rendering (Was incredibly slow)
*Buffer rendered world, textured walls and floor
*General fixes with engine
*Noise overlay
*Sprite rendering with illumination (From player's lightsource)
*Different environment test
*High res textures, had incredibly slow (4 minutes) loading time
*Loading time reduced to under a second! Lighting fixes

Song: Apocalypse by Gone Jackals

Category:

Gaming

Tags:

License:

Standard YouTube License

  • likes, 1 dislikes

Link to this comment:

Share to:

Uploader Comments (xilefian)

  • What's the best way to slice textures onto the walls? In my raycast engine, I can draw blank walls made from rectangles, I just can't think of a good way to slice the 64x64 tiles onto the walls.

  • @VoltageEntertainment record the offset the camera is on the grid(if player is at 8.2, 3.4 the offset is 0.2, 0.4) check if it's a north/south or east/west wall to define which offset is used, use that offset to calculate the x co-ord on the texture, stretch the full y height of the texture onto the height of the slice.

    hope you understand or have some new ideas

  • @xilefian ultimately you want to find how far along the grid sector the ray hits and that tells you how far along the texture to start drawing

  • @xilefian So, don't cut the image literally, just scale it down?

  • @VoltageEntertainment cut the x slice out (So it's 1px wide) and then scale the height based on the distance found by the raycaster for that specific ray value

  • I can tell you followed the lodev.org tuts, so it's not really "your" engine....

  • @pugay69 All versions in this video are VB.NET also, it's only recently become a C++ engine, doesn't use SDL and uses classes now, it is rapidly different and faster.

see all

All Comments (13)

Sign In or Sign Up now to post a comment!
  • @xilefian Ohhh! Brilliant! Thank you. This is very helpful.

  • @pugay69 It is my engine, I emailed Lode personally for his advice and information on his code, it's rapidly different though, the test grid is still the same.

    For example, the floor and ceiling code is entirely different now, the wall rendering is no longer done per slice but is a polygon, the sprites remain the same, the movement code has been changed to vector based collisions, rotation code has recently been swapped for a more efficient one, and ySheering added along with models.

    No SDL too

Loading...
Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more