Ray Casting Engine Demo_8 *Floor 'Reflections'!*

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I've provided the code necessary to facilitate floor and ceiling reflections (meaning the reflections themselves and how the fade is calculated, etc., are not final at this time).

Soon to come (hopefully): floor textures (already have the theory down, it's just a matter of implementing it), REAL wall reflections (will work more like actual reflections than these hacky floor reflections), light sources (maybe?)...

Oy, anyone out there have any opinion on this in general? Is there a game idea that you think would be fun and doable using an engine such as this? Do you hate ray casting and/ or software rendering and think I should burn in eternal Hell fire for reinventing the wheel (IDGAF, it's F***ING fun!)? Please let me know in the comments if you would.

Oh yeah and one more thing: yes, I put together this scene for someone's birthday, hence the walls spelling out "HAPPY BIRTHDAY".

Textures from Wolfenstein 3D, DOOM, and Blood.
Music is Bobby Prince's "Hell Keep" featured in DOOM.

Thanks for watching!
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You have inspired me to make a graphics engine of my own, don't know why you've had so little attention but you totally deserve more of it

speedcuber
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Very interesting demo! I could see this kind of thing being used for a water or boat level of some sort quite possibly if distortions could be applied to the floor. Was the code to make this completely original or were there some papers you read that that helped you out?

snowlocko
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what was the code you did to make angled walls and the surface reflection?

GamerSaga
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Have you got faces on the top of the walls ?

killereks
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May I ask what your technique for arbitrary angled walls is? Are you just calculating intersections?

matthewlevenstein