Engine Development
1 minute read.
Engine development is fun and rewarding… and difficult.
1 minute read.
Engine development is fun and rewarding… and difficult.
< 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 it. I had originally taken down the repository, because I didn’t …
Today I was surprised to be reminded of my tumblr blog beeing three years old now. I guess this is a good excuse to write about what I have been doing and not blogging about the last year.
Obviously I have been studying, which may have helped the inactivity alot …
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 …

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

Also, EpicRay has a basic editor, player movement (wasd).
I just recently got rid of the white borders btw. ;)
This post was imported from tumblr.
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
This post was imported from tumblr.