This post explores the ray casting algorithm used in first-person games and provides a step-by-step guide on how to implement it in your own game using Rust. It explains how ray casting works by tracing a path from the player to the closest wall in each column of their view, and then converting the distance to the height of a wall. The post also covers aspects such as implementing player movement, fixing perspective issues, adding depth with shadows, and optimizing code size.
Table of contents
IntroductionThe AlgorithmImplementationFixing The PerspectiveAdding Some DepthMaking It Smaller!Somehow Even Smaller?!Conclusion1 Comment
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