The #Raycasting course is probably our most beginner-friendly course when it comes to reviewing the basics of trigonometry.
It's also a great introduction to some fundamental ideas of 3D graphics.
You can even kick things up a notch by implementing a proper maze algorithm to generate random-like map grids.
One of our raycasting students, Marian Pekár, did just that, and the final output is pretty cool... 🙃
Hello to everyone in the game development and graphics rendering community! I've encountered a specific issue, a 'BVH black hole', within a SAH-constructed BVH tree. This phenomenon refers to a very specific, small spot where an excessive number of BVH Nodes or triangles within these nodes accumulate, causing a significant drop in frame rate during applications such as ray casting. Has anyone else experienced a similar situation or have any potential solutions or advice? All input is greatly appreciated. Let's get a discussion started! #BVH #3DRendering #PhysicsEngine #GameDev #PerformanceIssues #RayCasting
#bvh #3drendering #physicsengine #gamedev #performanceissues #raycasting
#TIL I learned about #RayCasting / #RayTracing and how they relate to #BinarySpacePartition - all from my work on creating a new #doom wad:
https://noteshare.space/note/clgmh5qf7091901pjcfbz0rvk#PHCSR84p93m5x5KjQ2untoIIVhbCACqNc0++0eRLz04
#til #raycasting #raytracing #binaryspacepartition #doom
Still toying with #webgpu ... Not sure what I was trying to accomplish with this example, or what I was expecting exactly.
I suppose it is a hybrid of #raycasting / #raymarching (not with a signed distance field, but with scalar field gradients) and #marchingcubes (minus the polygonization). Maybe there is a proper name for it in the graphics circles?
I am using a #compute #shader to create a 3D texture with scalar field values and gradients, and sampling it in the fragment shader (the thing that shoots it with rays 🙂 )
Assuming the compression did not kill it, I kinda liked the quality more than using the conventional marching cubes/tetrahedra. Still, it might be a waste of GPU power on something simple. Also there are some undesirable artefacts that I could not get rid of.
The toy could be found here: https://ghadeeras.github.io/pages/scalar-field-tracing
#webgpu #raycasting #raymarching #marchingcubes #compute #shader
Look at this beautiful #Raycasting project that our student Marian Pekár got running on a 64x64 RGB LED matrix! 😍
Shanti's 3D raycaster engine for #atari8bit computers now has textures https://youtu.be/MF7iqTBp9oA #atari #retrocomputing #raycasting #3d
#atari8bit #atari #raycasting #3d #retrocomputing
Awkaster is a #Pseudo-3D #shooter written completely in #gawk using #raycasting technique https://github.com/TheMozg/awk-raycaster
#raycasting #gawk #shooter #pseudo
Learn to code a #Raycasting engine similar to the one from #Wolfenstein3D with our course.
18 hours of nerd retro #gamedev fun!
Course page:
https://pikuma.com/courses/raycasting-engine-tutorial-algorithm-javascript
🙂
#gamedev #wolfenstein3d #raycasting
This course covers how to create a complete #Raycasting engine from scratch.
We'll use a raycasting algorithm similar to the one used in the #Wolfenstein3D source code.
Enroll now:
https://pikuma.com/courses/raycasting-engine-tutorial-algorithm-javascript
The first implementation will be written using #JavaScript and then we'll move on to #C.
The course covers player movement, 2D map grid view, 3D wall projection, textured walls, sprites, and other optimization techniques.
See you inside! 🧉😉
#c #javascript #wolfenstein3d #raycasting
This might be one of the more stupider ideas going.... but...... Dose anyone think live draw #raycasting in #apple #hypercard without #xcmd externals is possible? #retro #mac #68k
#apple #raycasting #hypercard #xcmd #retro #mac #68k
#C64 #rétrogaming #raycasting #trsi #demoscene
TRSI (no less) did the most insane thing ever done in computer history.
Releasing a good looking, well playable #Wolfenstein 3D clone on the VANILLA C64 homecomputer from 1982.
This makes games people thought to be amazing like Quake, Half Life 2, the Metro games and what not just look silly from a technical point of view.
Computer #programming probably cannot get more optimized, more insane, more better than this. Ever again.
Because the control panels of your washing machine or your kitchen stove are pretty sure about magnitudes faster and more capable for this than a bloody 8bit C64 with its 0.98 MHz [PAL] clock..
#Programming #wolfenstein #demoscene #trsi #raycasting #retrogaming #c64
currently trying to find a simple way to do #raycasting on a 2D binary grid. the black squares are where there is a tile, and the red is the "shape" of the tile based on its neighbors. Based on this page: http://www.adammil.net/blog/v125_Roguelike_Vision_Algorithms.html#mine