Raycasting - Processing

preview_player
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suggestion, for anyone who happens onto this: when doing this, move the horizon/center line in a sinewave up and down when walking. it's whack how that'll even make really low rez raycasting *feel* realistic, from just "more pep in your step"

thego-dev
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I appreciate how there’s no ads, thanks.

deayancentenoellisca
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I love it. You could use this technique to make an old-school game in a horror style. The shadows look like horror, so it would fit together. Good job!

bnjmnyt
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i remember seeing a game theory video about this as a kid and it blew my mind

melon
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I appreciate you keeping your columns drawn with distance and not messing with depth calculations. The curvilinear perspective, I always thought better suited first person game play because you can actually use higher FOVs and not have the center shrink to an unusable size.

ilver
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I've noticed that straight lines appear slightly curved. Why do you think would that be?

stewartzayat
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Nice! However, straight lines in the scene become bent in the rendered image. What projection do you use?

kristoferkrus
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With these minecraft textures it looks like Kremlin Underground.

vincentpresscod
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Looks good, one thing I would add to this is linear ray distribution.

willyomnom
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Used it for someone who said DOOM was 3D, thanks

kanizan
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How do you racast on texures, I can only get stuff like that to work with solid color and shading.

samuelhedrick
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I'm confused. Is the environment being generated each frame based on the positions and angles of the ray hits?

crazydave
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Question: I notice that your number of rays is very low, however, you still have a very clear image? How lol

westonnemitz
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At what resolution were you running the game? How is the performance at 1920x1080?

littlebigblast-master
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try this with plane-ray casting in opengl shaders

Jkauppa
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The secret knowledge can only be there and it is the height and width of the visual field, which is a constant.

The second constant is the geometry of perspective i.e. 2D shape represents 3D form.

The third constant, 2D shape represent 3D form, across the whole of the visual field.

All visual chaos is form representative, therefore and as such, has transcendental object imagery to it.

Therefore atheism has no philosophical basis.

pstotto
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I would love to see someone to program a ray casting engine faster than john carmack. Program one so fast it could run smoothly on an 8086.
I know there have people that hacked wolfenstein 3d to run on an 8086 at like 3fps.

pauls
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Would be less process intensive to have just 3 and have the middle one rotating locally back and forth in between the outer edges quickly but that can cause new problem depending on how accurate you want it to be. Its just something I wonder no one never tries

Chevifier
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Это случаем не отрисовка графики из игры doom ?

knovi_
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Do you always generate level wherever the camera looks at, or it is just generated already?

GCKteamKrispy