Inspiration

We love the aesthetic of the original DOOM game and Wolfenstein 3D, so we decided to make our own ray casting rendering engine for this game. Particular inspiration for this decision was because our favourite band, King Gizzard and the Lizard Wizard , released their very own DOOM-like game which was a lot of fun to play. That game here.

What it does

It has a simple level editor that lets you change the position of the walls in the game, and uses ray casting to display the environment as your character moves around.

How we built it

We designed this based off of this paper on ray casting, and using a digital differential analyzer (DDA) algorithm to detect surfaces that the rays touch.

Challenges we ran into

We ran into challenges with github in particular because of some issues with accidentally cloning the repository and our IDEs not syncing with the repository even after multiple pulls pushes and commits :\

Accomplishments that we're proud of

We are proud that we learned about and made our first rendering engine from scratch in less than a days time.

What we learned

We have gained a respect for anyone who writes rendering engines on their own because this was not easy.

What's next for Herobrine Fanclub

Herobrine Fanclub is planning on taking a 10 year hiatus after fighting over github for most of the time allotted to us.

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