The scale is RNG worlds like Minecraft. I've never seen that before with a Raycaster.
Here is my progress so far (I've had a month break)
https://github.com/con-dog/chunked-z-level-raycaster/blob/ma...
Not for profit, just for fun and exploration
The scale is RNG worlds like Minecraft. I've never seen that before with a Raycaster.
Here is my progress so far (I've had a month break)
https://github.com/con-dog/chunked-z-level-raycaster/blob/ma...
Not for profit, just for fun and exploration
Code-wise I didn't take inspiration from anywhere, I followed "C Programming - A Modern Approach" and based my C knowledge off there. There was also a YouTube video I watched regarding raycasting, and watching people optimise Minecraft etc.
Other than that, its just been alot of trial and error and trying many, many different ideas out.
What has helped is I don't worry about cross-platform ability, I just implement what I want and what feels fun and "innovative".
But I have never seen anyone do a Raycaster with as many vertical/z-levels as I'm planning (1000's), maybe the most I've seen is ~10.
Also most of the approach I'm taking is not best-practice, I'm trying to come up with how to approach everything from my own mind which has been extremely rewarding
I spent almost 8hours a day over the course of a month working on and off on the project.
Did give me tunnel vision but, no regrets