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I feel like this project could really be taken to a further level while still maintaining its
First of all, I need to benchmark the raycaster to see why it's pretty slow to be honest, I believe its because it draws n lines, for every render, where n is the pixels across of the canvas, but I could be wrong (hopefully). If not, I'll probably have to resort to WebGL, which will kind of take away from the magic of a psuedo-3D world in my opinion but the concept of "casting rays" will definitely still be there.
Just as I was writing this, I just had the crazy idea of writing all of the raycasting code in GLSL. I definitely have a new project.
Long term goals would probably be to support textures with normal maps and bump maps and the sort, and maybe even other types of objects or sprited enemies.
The text was updated successfully, but these errors were encountered:
I feel like this project could really be taken to a further level while still maintaining its
First of all, I need to benchmark the raycaster to see why it's pretty slow to be honest, I believe its because it draws n lines, for every render, where n is the pixels across of the canvas, but I could be wrong (hopefully). If not, I'll probably have to resort to WebGL, which will kind of take away from the magic of a psuedo-3D world in my opinion but the concept of "casting rays" will definitely still be there.
Just as I was writing this, I just had the crazy idea of writing all of the raycasting code in GLSL. I definitely have a new project.
Long term goals would probably be to support textures with normal maps and bump maps and the sort, and maybe even other types of objects or sprited enemies.
The text was updated successfully, but these errors were encountered: