Raycasting
I became very interested in how a raycasting (not to be confused with raytracing) game engine works. To properly understand how it works, I implemented it from scratch, including deriving the mathematics behind it. The end result, which uses the engine in a very simple and crude game, is available on my GitHub.
I wanted to capture my journey in a tutorial-style series. The tutorial is split into three parts:
- Walls
- Floor and Ceiling
- Sprites (TODO)
Posts
Raycasting II: Floor & Ceiling
We continue building our custom raycasting engine where we left off. In this part, we’ll render the floor and
ceiling to complete the scene.
Raycasting I: Walls
I became very interested in how a raycasting game engine works and implemented my own from scratch.
This is the first post in a series of tutorial-like writings explaining how raycasting works.