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Tag Archive for pythonraycasting

How would I create a floor based on an XY quad (4 points) for my Raycaster Engine?

I’m working on a Raycaster, and I decided to steer away from the usual path of using DDA and stuff similar, which use an array to store walls per cell. My raycaster stores walls as lines which are defined by giving them a start and end position and a height, I store my floors as what I now know as quads, which store 4 points. my idea for the whole raycaster engine being able to create more nicer geometry and being able to go up stairs. I have gotten as far with my raycaster engine to the point of having textured walls and really nice collisions.

Suggestions to fix turrets and stairs

I need help in making the player not be able to walk through walls. The turrets do not spawn in, and the stairs to the 2nd floor does not generate in the circular rooms. And I would like to optimize the game, maybe it might be my computer that is running slow but I would like to know how to optimize it. And sometimes the rooms are not connected I added checks but the checks do not help.

Raycasting Sprites teleport around screen

I’m making a raycaster (like doom / wolfenstein) for my programming class in a (basically) dumbed down python (CMU CS Academy), I’ve managed to get the main raycaster to work, but when trying to implement the entity sprites, they teleport around the screen instead of displaying where the should be.