I found a free slot this evening to sit down and implement a hit scanning routine for the engine.
As a precursor step I had to implement a spatial hashing data structure to store all the objects in the world in while providing fast overlap detection.
For my hit scanning routine I ray march …
Since I'm making a ray-casting engine, the world is represented as a large 2d array of cells (values). There are six such arrays, each containing a different cell attribute, for instance, floor height, ceiling height, floor texture, light value, etc. Up to this point I have been loading these …
I've not updated in a while, but I've still been hard at work on many aspects of the game.
In this post I want to show the newest feature in the game, which is working player weapon animations.
For these the sprite sheet that was developed in a previous post has been used.
I have video foo…
Doom levels make good use of both indoor and outdoor spaces. To support these outdoor spaces, I spent this evening adding support for skyboxes to my raycasting engine. After all, they are really just the same old indoor spaces with a ceiling that looks magically like the sky.
The obvio…
I spent a few minutes today on my lunch break doing some weapon mock-ups for my DOOM Challenge entry.
For some authentic visuals, I chose to video myself wielding a toy gun, before digitizing it and adjusting it to suit my needs. From what I gather this is fairly similar to how id did the w…
When I saw this Challenge pop up, I had no choice but to pick up my dev tools and participate.
I have fond memories of booting up my fathers 486 pc, feeling the warm static of the CRT as it came to life, and hearing a little pop as speakers for the soundblaster16 card turn on. When the DOS prom…