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Raycaster

  • 2 Devlogs
  • 2 Total hours

A ray casted game similar to Wolfenstein 3D. Don't know what it will be about though.

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48m 37s logged

I added the ability to walk sideways and added some essential features like not being able to walk off the map. I also cleaned up the code. I wanted to put the image below just to show the repercussions of not using DDA in a raycaster. It looks all jagged because my rays are moving at fixed intervals instead of moving from grid space to grid space. This causes the ray to detect walls irregularly. To fix this, you would need your ray steps to be incredibly small (very laggy) or implement DDA. The next devlog should be me implementing it hopefully!

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47m 12s logged

I’m making a raycaster and so far I’ve got the essentials down. I added a editable map, a raycaster, and basic collision. I have not implemented the DDA algorithm yet because I don’t totally understand it but once I do I will implement it. Will also add a bigger map; textured walls, ceilings, and floors; npcs; objects; and other cool things. Right now I decided to make it look like the Backrooms for fun. I’m thinking this game could take place in a city.

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