5 ms·
> At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected. It's not how Doom wor
by Panzerschrek 6mo ago
> At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected.
It's not how Doom works. It's more like Wolfenstein 3D.
- pizza_man 6mo ago[dead]
- mysterydip 6mo agoYou said “such as Wolfenstein 3D or the original DOOM”, which is only half true. You call it Cubedoom, a DOOM clone, but it’s using wolf3d techniques. I love raycasters, I’m making one right now. But they aren’t DOOM clones.
- pizza_man 6mo ago[dead]
- mysterydip 6mo agoThat makes sense. Many shooters at the time were called DOOM clones, regardless of their technique. It might mean something different to people today since the genre is now first person shooters, but it’s still valid.
- pwdisswordfishq 6mo ago> I wrote a DOOM clone ?
- pizza_man 6mo ago[dead]
- doubletwoyou 6mo agoNo need to be passive aggressive. I think what comes to most peoples minds when they think of a doom clone at least includes textured walls. But props to you!
- pizza_man 6mo ago[dead]
- solumunus 6mo agoDude you’re handling this so poorly. I don’t understand why you would have such an attitude when presumably trying to get folk to engage with something you have built.
- kmoser 6mo agoAnd most Asteroids clones use raster graphics, but so what?
- Narishma 6mo agoNot even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
- pizza_man 6mo ago[dead]
- danparsonson 6mo agoIt's tough to put yourself out there, and the work you've done is impressive - hats off to you for that. I don't read the parent comments as critiques of your work, just your description of it, so maybe take a breath and don't stress about it. This is a moment in the spotlight for you - it would be more interesting to hear about what you've done here and why it's important to you.