A Raycaster in Bash
github.com
A Raycaster in Bash
1–10 of 36 posts
Re: A Raycaster in Bash
#2I'd love to see this combined with the author's fork()-less implementation of ps to make a (almost) fork()-free implementation of psDoom.
Seriously though, this is really cool
Re: A Raycaster in Bash
#3It's unfortunate that stty requires forking. Maybe the next project will be to use bash and rowhammer to call the necessary ioctls to do it without forking.
Re: A Raycaster in Bash
#4Only 300 lines of code, impressive! I love this.
Re: A Raycaster in Bash
#5And to think, that my own bash scripts spend 300 lines just parsing various command-line options, while instead I could be showing this game... :-P
Re: A Raycaster in Bash
#6Beautiful. Correct me if I'm wrong, but this looks like a bash version of https://lodev.org/cgtutor/raycasting.html
Edit: ah, just noticed this is in the readme :(
Re: A Raycaster in Bash
#7Beautiful. Correct me if I'm wrong, but this looks like a bash version of https://lodev.org/cgtutor/raycasting.html Edit: ah, just noticed this is in the readme :(
yeah i really liked that tutorial
Re: A Raycaster in Bash
#8I wonder if texture mapping this would look good.
Re: A Raycaster in Bash
#9Imagine a TUI where you need to navigate a literal maze of options
Re: A Raycaster in Bash
#10I wonder if texture mapping this would look good.
She has been brainstorming how to handle texture mapping within the performance constraints of doing it in bash for a week now (long before she actually got this working) and so far we've come up with some hypothetical ideas but she has not tried any of them yet. Maybe tomorrow...