Here you can find development screenshots of the RayCaster engine,
starting with the most recent and working back to the earliest.
This shot shows off the brand-new texture mapping code. Texture maps
are always 64x64, but can be loaded from any file format and can be
stored in 8-, 24-, or 32-bit depths. They are converted at startup into
64 vertical strips of 32-bit pixel data which can be scaled and drawn
to the screen in an ultra-tight inner loop. Please disregard the
ugliness of this temporary test texture; it's just there to help make
sure everything is working properly. There's also a visible off-by-one
bug in this shot that has already been repaired ;)
This shot was taken right after camera height changes and y-shearing
were implemented in order to show off the new capabilities. Here the
player is up near the ceiling and is looking down toward the floor.
Note that in the internal coordinate system, the z axis increases as
you approach the floor rather than the ceiling. You can also see the
first application of the new font engine here, used to display the
player position information.
This is the second basic shot, taken right after the initial working
build of the ray casting engine. This shot better displays the fact
that the hidden surface removal implicit in the ray casting algorithm
is indeed working as it should.
This is the very first screenshot taken with the initial working build
of the ray casting engine. This is just the position in which the player
starts the test level.
Wow, ok, it's a bit better... maybe? I needed to double-check the use
of some of those trig lookup tables, I think ^_^
Yeah, I'm not sure, but it's not quite working yet... (This is from a
VERY early and VERY buggy build ;)