Well, my friend @lasermtv07 (skibidi kikuri) just posted a new video. #devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine
Well, my friend @lasermtv07 (skibidi kikuri) just posted a new video. #devlog #mesmerizer #hatsunemiku #miku #raycaster #NotMine
Well, my friend @lasermtv07.bsky.social just posted a new video.
Added textures to the raycaster today.
It seemed appropriate to borrow some from Wolfenstein3D.
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:
🔗 https://pikuma.com/courses/raycasting-engine-tutorial-algorithm-javascript
See you inside! 😉
This maze game is getting closer to being finished. Can't wait for this to get out.
#raycaster #maze #y2k
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
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.
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.
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 :/
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.
Been chipping away at a workable lighting solution for sprites in my current #raycaster.
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
#pico8
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... 😅
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
Quite pleased with how this dynamic lighting turned out. Simple but effectful. #prototype #dungeoncrawler #raycaster #roguelike #screenshotsaturday
Something unusual?
#raycasting #raycaster #maze
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