Hey guys,
in the last few weeks I was experimentating with the raycaster algorithm and this is what came out :D
Raycasting is an alternative way to render 3D - sceneries, similar to raytracing; games like Wolfenstein 3D or Doom used it.
Event though my implementation isn't really complex, it's still able to handle floor, ceilings, textured walls and sprites.
Especially the sprites take quite long to render, since I couldn't figure out a fast visibility check.
There are still bugs I couldn't fix yet.
Sometimes rays fly through walls and things behind the wall are being rendered.
Mocing with arrow keys, + and - on numpad to look up/down.
You can use the code in your games, if you want to - even though I don't expect it :D
You can download the file at http://www.noobody.org/BBP/Raycaster.rar
PS: Please excuse my bad english - I'm still working on it ;)
EDIT: Oh noes, I forgot the screenshots!


EDIT2: Hrm, I can't figure out that part with the image- and url tags...
in the last few weeks I was experimentating with the raycaster algorithm and this is what came out :D
Raycasting is an alternative way to render 3D - sceneries, similar to raytracing; games like Wolfenstein 3D or Doom used it.
Event though my implementation isn't really complex, it's still able to handle floor, ceilings, textured walls and sprites.
Especially the sprites take quite long to render, since I couldn't figure out a fast visibility check.
There are still bugs I couldn't fix yet.
Sometimes rays fly through walls and things behind the wall are being rendered.
Mocing with arrow keys, + and - on numpad to look up/down.
You can use the code in your games, if you want to - even though I don't expect it :D
You can download the file at http://www.noobody.org/BBP/Raycaster.rar
PS: Please excuse my bad english - I'm still working on it ;)
EDIT: Oh noes, I forgot the screenshots!
EDIT2: Hrm, I can't figure out that part with the image- and url tags...