Rayca - most advanced raycasting engine (voxel models, multilevel maps, polygons)

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Made from scratch. Fully software raycasting engine.
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This literally makes my raycaster look like a baby‘s toy! Man, am I jealous. :D Anyway, great work man! You are definitely pushing the envelope on what a raycaster can do.

undefBehav
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Good stuff bro, very impressive. Hope to see more.

Lasnagor
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I'm curious; when will you release the source code? I am so curious to see how you do all of this.

caspianahlberg
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Dude, this is awesome, nice work! The terrain rendering is nuts.

skjaldr
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any plans for a release date? this engine seems perfect for who have some old-school game projects... im planning on make a game and i think that raycasting fits it perfectly, and since your raycasting engine is really advanced as the title says, it is perfect to making a game thats similar to elder scrolls arena/daggerfall

jktech-
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This is amazing! So if you are raycasting voxels, wouldn't updating the data, as in digging or building, cause almost no extra overhead besides just grabbing the voxel data and changing it?

tristunalekzander
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it's amazing how this can run so nicely with software rendering. great job this looks awesome :)

StannyObelisk
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Awesome work, how do you store data about underlying map geometry? I assume, you storing polygon vertices alongside with bezier curves (i.e. for cylinders). Also how do you calculating light (if there is any) and doing voxel models? Really appreciate your answer

ВикторПалыч-пп
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Nice stuff! Great to see that it works with multiple levels. The curved wall thing is what I'm still dreaming of to support, and the terrain rendering is really accurate, albeit lacking fine detail due to apparently being polygon-based.

You can use the fan-made voxel pack from Duke Nukem 3D to test voxels btw :) It's freely available on the net, and features a tank that really can challenge the renderer if lots of them are visible.

punpcklbw
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I actually kind of want to use this. do you plan on releasing it? if not, I mostly am just wondering how you managed to get such smooth edges on the non rectangular geometry. rendering trick? or does it use some line math?

manamongmen
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Very nice. Though I am curious how you managed terrain and polygon rendering purely through raycasting and not through rasterization or raytracing. I was under the impression that polygon rendering was impossible through raycasting alone.

JohnDoe-wphv
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My friend, any chance you'd open source this project?

patrickmeyer
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How does all of this work?! I will definitely watch how you made these!

charlenedupreez
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This is incredible! It almost looks like a bsp engine.

diesel
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Cool how you can get close to the capabilities of raytracing and rasterization
I'm working on a raymarching-style raycaster

FourFour
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WooooW this is just absolutely incredible, if this is all raycasting based, then it proves that you can do fantastic fake 3D as an alternative for true 3D, even if that still does require lots of processing power🙏👍

johneygd
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Amazing. So how is this accomplished? Are you ray casting to certain populated grid cells and then doing polygon intersection calculation? Or do you just calculate the intersections outright?

matthewlevenstein
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I'm assuming the terrain rendering is polygon based?

jeremiahlampkey
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Whats the music

By the way a huge fan your work

acorn
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Are you using bsp? Or is this a raycasting like wolfestein (that calculates intersections in a grid)? Very impressive man, keep up

GabrielMartins-wpps