Portal-Raycaster
A software portal rendering game engine (by gh123man)
VoxelSpace
Terrain rendering algorithm in less than 20 lines of code (by s-macke)
Portal-Raycaster | VoxelSpace | |
---|---|---|
3 | 20 | |
54 | 5,794 | |
- | - | |
0.0 | 0.0 | |
about 4 years ago | about 1 year ago | |
Kotlin | C | |
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Portal-Raycaster
Posts with mentions or reviews of Portal-Raycaster.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-26.
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Write a First Person Game in 2KB with Rust
Nice writeup! Building raycasting engines is fun and rewarding. You can get a lot of visual impact with very small and easy to understand code. I took a stab at it and ended up adding portals which I thought was really fun (https://github.com/gh123man/Portal-Raycaster).
I've been thinking about re-writing my raycasting engine in Rust but never really found the time - glad to see someone has done it and documented it so well!
If anyone else is interested in raycasting this page is also worth a read: https://lodev.org/cgtutor/raycasting.html
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Rustenstein 3D: Game programming like it's 1992
Ray casting is close to my heart as it's easy to understand and has a very high "effort to reward" ratio, especially to someone who is new to graphics programming. I built a game + engine around ray casting portals [1] (think the game Portal). It was a lot of fun trying to figure out how to bounce rays around a scene and intersect with different objects in the environment and immensely satisfying to have built the whole engine from the ground up. Though I'd probably not do it again. Your top-down ray debug view is very similar to one I came up with!
Some of the interesting bits of the engine are open source: https://github.com/gh123man/Portal-Raycaster
1. https://blog.sb1.io/gateescape/
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Raycasting in JavaScript and React
If you find this sort of thing interesting, I implemented a "Portal" raycasting engine akin to Valves portal game. You can read more about how it works here: https://github.com/gh123man/Portal-Raycaster
VoxelSpace
Posts with mentions or reviews of VoxelSpace.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-05-11.
- VoxelSpace – Terrain rendering algorithm in less than 20 lines of code
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I made a proof of concept 2.5d engine (Download in comments)
This uses the "Voxel Space algorithm" used in 1992s Comanche to get a faux 3d terrain. Based on the code from here with some optimizations to get a reasonable FPS.
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Voxel Space Engine: Comanche Terrain Rendering
Reminds me of this: https://github.com/s-macke/VoxelSpace
Another implementation to play around with here; this one's not DOS but web based though.
- Terrain rendering algorithm in less than 20 lines of code
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The Genius of Binary Space Partitioning in Doom
I'm reminded of the render algorithm in Comanche, the 1992 video game [0]. I find it remarkably ingenious, and it certainly felt incredible at the time.
[0] https://github.com/s-macke/VoxelSpace
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Infinite procedural terrain generated in Godot3D
The heightmap I've been manipulating may also be familiar to you, but not for the same reason, because it's terrain data of Mt. Fuji. I'm thinking of heightmap files instead of infinite noise, mixing the perks of ray-based rendering insights with a manageable early-'90s-style aesthetic and conventional level design. An erosion simulation could be preprocessed with a seamless OOB margin in that context too.
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Voxel space and WGPU troubles
I wrote a voxel space implementation in Rust some time ago using SFML, and now am trying to move it to WGPU in order to learn how GPUs work better and perhaps solve a horizontal lines glitch I've got.
- Rustenstein 3D: Game programming like it's 1992
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Voxel rendering using pixel columns.
Recently, I’ve been getting into voxel rendering, and I’ve been thinking of a way of extending the voxel space algorithm. https://github.com/s-macke/VoxelSpace
What are some alternatives?
When comparing Portal-Raycaster and VoxelSpace you can also consider the following projects:
raycast - HTML5 raycasting demo using React
DIYDoom - An attempt to understand how DOOM engine works