Showing only posts tagged epicray. Show all posts.

EpicRay: Multi-Threaded Rendering

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. After the drop to 8fps (due to floor and ceiling textures), I optimized the rendering to go …

Epic Ray Floor Rendering

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 :)

EpicRay now supports floor and ceiling color rendering (no textures just of …

Epic Ray, Yay!

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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 are built onto it.

What EpicRay has now what my engine didn’t have before is player movement. No …

EpicRay Framework

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 repository (except for the LaTeX code which is already up there, but that doesn’t count …

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