Oh I realized I didn't post this here, but I made a blog post on the abandoned game I was working on with @Untrustedlife
The idea was to make an anti-AI wolfebstien3D style raycaster game.
You can learn more about it and why we abandoned it here:
Oh I realized I didn't post this here, but I made a blog post on the abandoned game I was working on with @Untrustedlife
The idea was to make an anti-AI wolfebstien3D style raycaster game.
You can learn more about it and why we abandoned it here:
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 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 :/