#raycaster

Duanin2, but skibididuanin2.eu@bsky.brid.gy
2025-03-30

Well, my friend @lasermtv07 (skibidi kikuri) just posted a new video. #devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine

2025-03-30

Well, my friend @lasermtv07.bsky.social just posted a new video.

#devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine

2025-02-27

Added textures to the raycaster today.
It seemed appropriate to borrow some from Wolfenstein3D.

#raycaster #gameprogramming #cplusplus

2024-09-06

I believe writing a simple #raycaster is a great way to start learning about computer graphics. It also help us getting our feet wet with the math needed to represent 3D objects with a computer.

Learn how to code a a raycasting engine with us:

🔗 pikuma.com/courses/raycasting-

See you inside! 😉

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

2024-06-25

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

Ben JonesPowersaurus
2024-06-06

Bar the obvious clipping problems, which I'm fixing next, this is running at 65-70% CPU before I've done any performance work (over what I knew already from previous projects). Diagonal walls are in now.

Not sure if they're more trouble than they're worth. It messes up the reasonably clean rule of a tile having 2 colours, and being only a wall, or passable. Diagonals are both, so need more data, or workarounds.

2024-06-03

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

2024-05-30

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

2024-05-29

Totally sane and normal video options here, yep.

#gamedev #indiedev #sdl #sdl3 #retrodev #raycaster #crt

Video options menu overlayed on a raycast scene showing only options for NTSC video you would expect as knobs on a CRT
Ben JonesPowersaurus
2024-05-27

Slow progress on this, but 45 angle walls are nearly in. Currently a big sack of edge cases, but even in this raycaster, I'm thinking of ways of making it work in terms of the main raycasting process.

Screenshot of my raycaster engine demonstrating walls at a 45 degree angle. Preiously all walls were at a 90 degree angle.
Ben JonesPowersaurus
2024-04-04

Been chipping away at a workable lighting solution for sprites in my current .

Played with dithering but settled on a simple 7 levels of brightness with a custom set of palettes for the sprites.

I couldn't express before why they needed a separate set before but it's clearer now. World needs colour ramps with adjacent colours that work together as light and dark versions of a colour will both be used on a single surface....

1/2

2024-04-03

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... 😅

2024-03-16

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.

It's almost done really!
#raycaster #raycasting

I remembered about this project! Added a title screen (will add buttons later). And sounds! #raycaster #cpp #raycasting

2023-02-25

Quite pleased with how this dynamic lighting turned out. Simple but effectful. #prototype #dungeoncrawler #raycaster #roguelike #screenshotsaturday

2022-11-08

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

Client Info

Server: https://mastodon.social
Version: 2025.04
Repository: https://github.com/cyevgeniy/lmst