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Author Topic: FoxRaycaster  (Read 3503 times)

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FRex

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FoxRaycaster
« on: September 12, 2017, 04:25:04 am »
For various reasons and due to my usual cyclic interest in many kinds of games, mostly old, low tech and indie, I got curious about low res 3D such as raycasting (wolf3d style, that's also why the name I picked is fox) again after a long break.

I decided to overnight cannibalize a project for which I wrote this code https://en.sfml-dev.org/forums/index.php?topic=17188.msg155533#msg155533 and make it into a simple library.

It's rough around the edges, not with the API and features I want and renders just walls and floor and ceiling but I might add features (sprites especially) if there is interest or if I decide that I need them for something.

Screenshot of it running:


Code: https://github.com/FRex/FoxRaycaster
Demo (win32 exe): https://ln.sync.com/dl/c33d2f980/2drnm8xv-b2k45hye-s7qrai8i-577qp4m7
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Ricky

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Re: FoxRaycaster
« Reply #1 on: September 15, 2017, 06:14:24 am »
Impressive! Any level editor or is it all hard coded?
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FRex

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Re: FoxRaycaster
« Reply #2 on: September 15, 2017, 07:45:20 am »
Any non-black pixel in map.png is a wall. It's not hardcoded since I ripped out the code I had and made it into a sort of 'library'. It's not that impressive, I'm going off of a tutorial (links are in my original screen post and in the code and in the raycaster-license file) and after adding a 2D depth buffer the performance is really bad (and in Debug it's unusable and 5FPS of course, since it's so CPU heavy) which demotivated me. A better way to do low budget (as in - literally any machine from last 10 years can play it) and much better 3D would be GL up to 2.1 I think.
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