Wow what a great reference. He also has quite a good list of books to look at. Many thanks for this great hint!
I just wanted to give a quick update. I ported my Raycaster project to the Gamebuino META. This version includes all of the current features of the Arduboy version and texture mapped walls and doors.
Does the Gamebuino version still use FixedPoints?
Yes, but I had to define FIXED_POINTS_NO_RANDOM to compile.
Here is a HEX file if anyone wants to see it run on an actual Arduboy. Let me know if you have any problems.
In a future version (possibly
v2.0.0, which is due soon™) the random stuff is likely to either be disabled by default, removed or exiled to a separate header.
The random functions have been the single biggest headache of the entire library.
Every single “it doesn’t work on platform X” issue has involved the lack of
As far as I’m aware that change will only negatively affect @filmote’s 1943, but I’m planning to add something in
v1.1.0 that should help to alleviate that.
Looks great. Will you continue working on the Arduboy version like adding texture support?
A Wolfenstein game for Arduboy would be awesome.
I am sorry it took so long, but here is the source code. Feel free to use it as a base for a new project, to learn from, or to improve.
Wow somehow I skipped this, it looks really good performance!
Yes good system. Now that you have share code, someone have to write the ‘target hit’ code to be able to have a good game with that (the lines of view in front of the player to know if the target will be hit by player if he shot or punch with a large zone just in front of him and ether a max distance or a smaller zone if the ennemi is farwer).
So the procedure should have some parameters (xplayer, yplayer, Angle, range max, dispersion ) and return -1 or code(s) of hitten thing(s).