Inspiration

Wolfenstein, Doom, and raycasting legends from the past.

What it does

Send out rays from a playrs position and lines it up with an array full of information about walls and free spaces to walk.

How I built it

Using Visual Studio and the Simple DriectMedia Layer library, I was able to put the main part together in the first day and some change of the hackathon.

Challenges I ran into

Loading textures into the different regions of the game proved to be difficult and borderline game-breaking. This will be revisited in the near future.

Accomplishments that I'm proud of

Getting raycasting to work, learning another aspect of SDL, improving the writing of my classes and functions in everyday programming, and making my state manager dynamic (Vector/Stack implementation)

What I learned

If you know a base of something, don't be afraid to branch off into something new and jump into some code. Deliberate too long and nothing (or something worth nothing) might be the result!

What's next for Raycaster Challenge (SDL/C++)

A love letter to Wolfenstein hopefully. I love working with C++ and SDL because I'll be able to do cool stuff like that and learn a lot about development in one swift strike.

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