How To

How do I make a 3D raycast engine?


KierhamSoftware 2021-02-24 00:50 (Edited)

Read above

qwaffe 2021-02-24 03:18 (Edited)

i dont understand it very much but heres a thing:

was8bit 2021-02-24 04:42

There is already a couple posted ... scroll thru...

was8bit 2021-02-24 12:44 (Edited)

Here is the best one, i believe...

nathanielbabiak 2021-02-24 15:36

It's really tough. LowRes NX is focused on sprite and tilemap based display, so in addition to developing a ray casting engine you'll also need to develop a pixel-level display driver. Further, the system is pretty slow, so a near complete understanding of the clock cycle count helps too. It's insanely hard!

KierhamSoftware 2021-02-24 17:00

Seems very hard. I’ll stick to making NXCraft for now.

KierhamSoftware 2021-02-24 17:14

NXCraft’s controls are even harder somehow, so I’ll try to make a 3D engine

KierhamSoftware 2021-02-24 19:06

I can’t do either

was8bit 2021-02-24 19:28

3D tracing math is like doing multiple sets of formula solving... simultaneously! And constantly !

I did well in advanced calculus back when i took it... i got highest grade on the final exam... i also the longest time ever... for what should have been a 1-2hr test, i took all day, over 8 hrs.. the testing was opened all day to accommodate students different exam schedules, but i got the whole day cleared, and as there was no time limit, i got started as soon as the doors open, brought food to eat, and didnt leave until the doors closed... i spent the time going over everthing and fixing errors and mistakes...

But i am at a point now that i cannt handle multiple layers of math... perhaps if i was well rested and had lots of free time, i probably could do it... but i have neither good rest nor virtually any free time, so it aint happening with me either...

i have done "simulated" 3d environment though... let me find those ...

was8bit 2021-02-24 19:32


And here...

was8bit 2021-02-24 19:34 (Edited)

A 3d simulation of a maze based on a grid, and eliminating large spaces, and also forgoing smooth pixel movement for square to square jump-to movement, it reduces the 3d effect to mere graphic allusion with no real math ;)

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