tinyraycaster
bitmappers-companion
Our great sponsors
tinyraycaster | bitmappers-companion | |
---|---|---|
5 | 4 | |
1,839 | 39 | |
- | - | |
0.0 | 8.6 | |
about 5 years ago | over 2 years ago | |
C++ | Rust | |
Do What The F*ck You Want To Public License | GNU General Public License v3.0 only |
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.
tinyraycaster
- Can someone please explain how old school pseudo 3D dungeon crawlers were made?
-
Finding Your Home in Game Graphics Programming
That sounds like a fun challenge. If you're constraining yourself to use as few libraries as possible, I'd go with OBJ [1] for the 3d mesh and PPM [2] for writing images. It's easy to implement a bare bones reader/writer and some OSes (like macOS) can show them in the file browser. Raytracing in One Weekend goes over PPM. There are a bunch of header-only libraries that handle different file formats like stb_image [3]. I usually end up using those when I start dealing with textures or UI elements. I don't use Windows so I haven't used their APIs for projects like this. I'd usually go for imgui or SDL (like you mentioned). tinyracaster, a sibling project of tinyrenderer, touches on those [4]. I liked LazyFoo's SDL tutorial [5]. Good luck!
[1] https://en.wikipedia.org/wiki/Wavefront_.obj_file
[2] https://en.wikipedia.org/wiki/Netpbm#PPM_example
[3] https://github.com/nothings/stb
[4] https://github.com/ssloy/tinyraycaster/wiki/Part-4:-SDL
[5] https://lazyfoo.net/tutorials/SDL/index.php
-
How do 2.5D games work?
I haven’t followed this one but I did follow another of his tutorials and that was good, here is ssloy’s tinyraycaster: https://github.com/ssloy/tinyraycaster/wiki
-
what are the best resources to learn makefile and how to understand large codebases
Don't just jump into the source file , read the make file first, from there you'll know how main file is dependent on other files , and start with the .h(header files as they'll give a basic idea what their corresponding .cpp file do and yeah start with small Repos first as they are easier to understand like this one.
-
Game Development With Windows 95
I believe this wiki page can walk you through a retro style raycaster engine: https://github.com/ssloy/tinyraycaster/wiki
bitmappers-companion
-
Finding Your Home in Game Graphics Programming
Check out my free open source book "A bitmappers companion" its a reference book about 2d graphics algorithms with code examples in Rust. https://github.com/epilys/bitmappers-companion
-
rlr: pixel screen ruler and protractor
I'm glad :) For what it's worth, I came to need this when I wanted to compare the X-height of two fonts for a book I'm writing from the PDF so that I could scale them to be equal; that way mixing different fonts in the same piece of text looks better.
- A Bitmapper's Companion: In progress reference book about introductory raster graphics algorithms I'm writing with code examples in Rust! Open source code (Rust + LaTeX) and the content is Creative Commons. PDF available
-
Drawing the Z-order curve - page spread from an open source reference book about bitmap graphics I'm making
And here's the github repository for the book and code
What are some alternatives?
UnityCsReference - Unity C# reference source code.
zine - Zine - a simple and opinionated tool to build your own magazine.
pymake - Parse GNU Makefiles with Python. Work in progress!
katex-rs - Rust bindings to KaTeX
raylib - A simple and easy-to-use library to enjoy videogames programming
rlr - interactive pixel screen ruler and protractor
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
kitkat - Kit-kat clock utility rewritten in Rust using minifb
Graphics - Unity Graphics - Including Scriptable Render Pipeline
book-two - Рассказ о зебре и птице-секретаре
Apache Ant - Apache Ant is a Java-based build tool.