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Author Topic: Raycasting engine / (future dungeon crawler)  (Read 3799 times)

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Faenrir

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Raycasting engine / (future dungeon crawler)
« on: December 03, 2020, 05:12:12 pm »
Hey all...
Started messing around with SFML again last month and trying to build an old-school raycasting engine for a prototype of a dungeon crawler game i want to make.

Right now i'm just testing features and adding stuff, trying to see how much i can push it.
I've started looking at BSP but probably won't be implementing it as grid based dungeon crawlers don't really need to be that complex.

Here's a small vid of animated textures in my current version:
https://www.youtube.com/watch?v=GiDPBWmDHyo


For the specifics: C++/SFML of course and a 1152x864 view on a 1920x1080 window.
I do have several options (i can reduce the res to 320x240 or 640x480 which then get zoomed in by the view and produce much higher FPS obviously).

Things i want to add next: sprites (objects/npc/monsters), skybox, higher walls.

foo

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Re: Raycasting engine / (future dungeon crawler)
« Reply #1 on: January 02, 2021, 07:43:53 pm »
I love ray tracers! This is awesome!

 

anything