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.
Build your own old-school 3D shooter in a weekend
101–105 of 105 posts
Re: Build your own old-school 3D shooter in a weekend
#102Re: Build your own old-school 3D shooter in a weekend
#103It has real legacy, was created in 1996! https://permadi.com/1996/05/ray-casting-tutorial-table-of-co...
Re: Build your own old-school 3D shooter in a weekend
#104Earlier 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.
Re: Build your own old-school 3D shooter in a weekend
#105Earlier 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.