Epic Ray Engine
< 2 Minute Read.
I just created a new repository for Epic Ray on GitHub!
Code ist best kept in some open source git repository, for other people to be able to look at …
An open source Java – yes, serious – raycasting game engine, abandoned, but you can find it on GitHub again. I love to optimize and Java gave me a challenge here. I followed a C tutorial back then to get the basic math down (which I was not comfortable with back then) and was also inspired by a game by Notch.
I optimized the hell out of the engine which was able to display a tile-map of textured 3D CPU-raycasted blocks. Using threading and mainly coding tricks I got the thing from iirc something lower than 20 fps to over 120 fps. Which says nothing, because I don’t remember the specs of the Notebook it ran on… or the resolution… or anything.
It had an editor though, in which you were able to build tile maps and add custom tiles, with an orthographic visualization of the tile etc. And I learnt what mip-maps are and how to generate them, because the artifacts were just too horrible.
My brother back then was using some very basic ray casting game engine to make astoundingly cool little games and I hoped to build something nicer for him, tailored to his needs. I must have gotten caught up in premature optimizations…
< 2 Minute Read.
I just created a new repository for Epic Ray on GitHub!
Code ist best kept in some open source git repository, for other people to be able to look at …
Recently I added multi-threaded rendering support to my open source java raycasting game engine.
The last few weeks, I was pretty busy with university stuff. If I did anything else, I optimized …
EpicRay now has correct floor and ceiling texturing! Will push to github in a few secs.
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I did some work on Epic Ray today. I refractored the rendering system to how it was meant originally (most of the code was make-shift, just to have something on the screen). Also, there is a depthbuffer now …
Also, EpicRay has a basic editor, player movement (wasd).
I just recently got rid of the white borders btw. ;)
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I finally got around to uploading my work to GitHub. Although everything is very rudimentary, placeholder-heavy and so on, here’s a link to the repo:
https://github.com/Squareys/EpicRay
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EpicRay has regained a certain stage of completion! Although I was this far before, now I actually have some powerful structure behind everything which will not collapse if loads of features …
Since I’m a huge fan of interfaces, today I implemented a rudimentary framework for EpicRay. As soon as I worked out smaller issues, it will be the first code commit to my GitHub repos …