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Build your own old-school 3D shooter in a weekend

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Re: Build your own old-school 3D shooter in a weekend

#101
post #10

Earlier quoted context omitted.

> the original Wolfenstein. Well, the original Wolfenstein 3D, the third game in the series. https://en.wikipedia.org/wiki/Castle_Wolfenstein https://en.wikipedia.org/wiki/Beyond_Castle_Wolfenstein

Brilliant! Much of my early teens was "wasted" playing Castle Wolfenstein on a green screen Apple II. Great memories.

Kuma tzee here !

Re: Build your own old-school 3D shooter in a weekend

#102
that title does not sound right. could old-school be removed? I feel like "school" and "shooter" are somewhat misleading and potentially alarming together. could it be something like build your own 3d shooter game? or does this refer to first person shooter? I did not read the entire article so take it with a grain of salt.

Re: Build your own old-school 3D shooter in a weekend

#104
post #12
post #10

Earlier quoted context omitted.

> the original Wolfenstein. Well, the original Wolfenstein 3D, the third game in the series. https://en.wikipedia.org/wiki/Castle_Wolfenstein https://en.wikipedia.org/wiki/Beyond_Castle_Wolfenstein

Uh, I had never heard about these games before. I always thought Id created the franchise. Thank you for that bit of videogame history.

Random fun fact: the only reason they could use the name is because the original creator let the trademark expire, thinking it had no commercial future

Re: Build your own old-school 3D shooter in a weekend

#105
post #16

Earlier quoted context omitted.

> it's more of a tiny ray tracer It's a ray caster, where the rays are sent out from the camera to intersect the map. With ray tracers, the rays are sent out from the light source, IIRC. Your point on OpenGL is valid, but that just removes all the learning from it. OpenGL does so much of the grunt work for you. This kind of old-school game engine is a great learning experience.

> With ray tracers, the rays are sent out from the light source, IIRC. Are there any implementations which send rays from the light source(aka. forward ray tracing)? This is astoundingly inefficient, as most rays will not intersect the camera. I've never seen one, other than in brief academic discussions. What you can use forward ray tracing for is to compute shadows.

It's not really ray tracing, but some engines do something analogous to render shadows. Rendering the scene from the point of view of the main light source, and just recording the depth value at each pixel, yields a shadow map. Now for the main render, for each pixel rendered, re-project its coordinates into the light source's camera and compare the distance to the shadow map. If it's further, it's in shadow.
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