I needed a little break from my Pseudo3D racing engine, so why not do a ray caster?
I'm rendering to a 90° rotated frame buffer, so I can draw the vertical columns horizontal. It's pretty fast, even on my potato PC.
What's everyone working on? (tigsource inspired)
Re: What's everyone working on? (tigsource inspired)
Hello.
I'm planning a game with a xpress controller. (https://contourdesign.com/products/shuttle-xpress)
I hope more fun.
I'm planning a game with a xpress controller. (https://contourdesign.com/products/shuttle-xpress)
I hope more fun.
Re: What's everyone working on? (tigsource inspired)
Working on my ray caster.
I implemented real 8-Bit palette rendering with lighting and shading system pretty similar to Quake's colormap, including fullbright support, etc.
All the textures are stored in a special format without any color information but with only the palette indices instead. It's the same with the light map. The colors are stored in an 8-Bit LUT palette. I can then simply calculate the palette index with "256 * light + color".
I love the look of real 8-Bit palette rendering
I implemented real 8-Bit palette rendering with lighting and shading system pretty similar to Quake's colormap, including fullbright support, etc.
All the textures are stored in a special format without any color information but with only the palette indices instead. It's the same with the light map. The colors are stored in an 8-Bit LUT palette. I can then simply calculate the palette index with "256 * light + color".
I love the look of real 8-Bit palette rendering
Re: What's everyone working on? (tigsource inspired)
Actually, it's quite simple. There are lots of tutorials and code samples for ray casters you can study. The only problem is, most of them are slow.
But I got rid of all the slow per pixel divisions, drawing 90° rotated so I can fill horizontal scanlines instead of vertical columns, using bit shifts instead of expensive math where possible, using C structs and pointers instead of tables, etc.
Re: What's everyone working on? (tigsource inspired)
I was working on a game called LOST from a few days it is a game talking about a boy lost in another dimension and It is now released.
It’s page in the games forum in love2d:
https://love2d.org/forums/viewtopic.php?f=14&t=94616
The Game link on itch io:
https://ghosx.itch.io/lost
It’s page in the games forum in love2d:
https://love2d.org/forums/viewtopic.php?f=14&t=94616
The Game link on itch io:
https://ghosx.itch.io/lost
My Itch.io profile page: https://ghosx.itch.io/ see ya
Re: What's everyone working on? (tigsource inspired)
Working on a top down dungeon crawler with zombies. Will be releasing a playable build soon!
Re: What's everyone working on? (tigsource inspired)
i've been learning about 3D rendering and modelling for the first time, here's what I have so far. there's more things like point lights&quadtree view culling I could add but I want to move on making the actual game&assets, it'll be an RPG with a chess battle system.
https://github.com/pszer/Providaa
https://github.com/pszer/Providaa
- alfredbaudisch
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Re: What's everyone working on? (tigsource inspired)
Oh I love this!
Last edited by alfredbaudisch on Fri Sep 15, 2023 6:40 am, edited 1 time in total.
- alfredbaudisch
- Prole
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Re: What's everyone working on? (tigsource inspired)
Still nothing much visually, but I've been making a roguelike framework with Love, with support to ASCII, tiles, zooming and mouse
(I already made the same experiment with raylib and C++, and at the same time my main game project "Brazilian Street Food Simulator" is being done in Unity, I mean... was being made in Unity, I'm going to migrate away after everything that is going on).
(I already made the same experiment with raylib and C++, and at the same time my main game project "Brazilian Street Food Simulator" is being done in Unity, I mean... was being made in Unity, I'm going to migrate away after everything that is going on).
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