Introducing RayCastWorld

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Following on from the now legendary FPS in a command prompt, in this video I demonstrate how to use an olc::PixelGameEngine Extension that handles Ray Cast environments. Specifically it handles the rendering, collision detection and physics of the world's inhabitants, packaged in an easy to use, extremely flexible interface.

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you single-handedly got me interested in the more technical, "mathy" aspects of programming. i genuinely thought it was something i wouldn't be able to grasp or learn but your videos made it so much more accessible - thank you sir :).

todoz
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You have an incredible gift for tutoring.
I've started following you when you had 6k subs and it's great to see how the channel has grown. You deserve it!

Fergobirck
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reinventing the wheel, simply because you can.

TopShelfization
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Your tutorials are always really helpful for understanding these concepts. I cannot wait to dive into this one!

jacq
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You sir are the Bob Ross of programming. Never stop!

Godmcgod
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"This is all technology I've covered in two previous videos"
And I wouldn't mind a thousand more

monopoly
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I was just rewatching a lot of your old vids until a few minutes ago, guess I'm not done yet!

ManMadeOfGold
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I love/hate how much you trivialized something I fought with for over a week. You're my hero <3

onesketchyguy
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This channel is really something special, I've studied computer science at university for one year so far, and its fascinating to see so much that I learned about last year, pop up here.
Looking forward to this upcoming networking stuff.

BudgiePanic
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Bisqwit tackled this subject to an extreme level

zerdagdir
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Absolutely fantastic. I've been looking for an engine like this to build a retro ARPG and had been messing around with building my own but this saves a ton of time. Absolute legend

doscassette
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I just implemented sprites in my raycaster based on the code from this.

On line 584+, you calculate the screen position of the sprite. It sits inside a double "for" loop.

If you were to define the position variable before the loop, you'd be able to check the Y position is in screen bounds during the Y loop, outside the X loop. If it's out of bounds, simply "continue" the loop, bypassing the X loop entirely.

Probably considered a micro-optimization but it really helped speed things up in my C# implementation!

whoshotdk
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As always, explanations are very clear.
I may have already told you that thanks to your videos & olcGe I came back to programming after a loooong break :) It has become fun again ! Thank you.

boris
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I made a little ray casting demo in your game engine before and posted it on the discord. It was a fun process, and makes you think a different way. I can’t wait to check out this code.

Roanokekidstech
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A-MA-ZING. Fantastic video as usual. Big thumbs up!

wowLinh
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You are breathtaking!) I'm just trying create my own udp server/client for fps, by using winsock, and there's your videos about networking is comings.)

yosipshepard
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Another great video, David. It really shows off the power of the pixel game engine and what can be achieved with extensions. I really must dust off my old ray casting engine that I wrote (which was inspired by your earlier videos)!

spjewkes
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10 seconds in...my God, you are an amazing programmer!

diarmaidmac
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I hope you will in the future make a video (or a series) about some of the internals, possibly the physics system or something? :-) great video and great extension!

cheaterman
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Laughing so much at the creepy archers moving around. This is probably one of your finest creations!

AJSquirrel