Any ideas on that? I mean, It would be possible? I’ve been looking for some documentation for it, but the only thing I really found is this (http://www.playfuljs.com/a-first-person-engine-in-265-lines/), but i don’t understand javascript, so, I don’t know how to work with that.
Also, I don’t want actual 3D. Raycasting would be the only thing that maybe (with concrete textures and such) that would look cool as a GameBoy Color game.
Im only trying to give this gameboy styled game
actual movement when you’re exploring the labyrinth.
I’ve made a Doom-style engine on TI89 a while back in C, using this tutorial: http://lodev.org/cgtutor/raycasting.html
Permadi is a good one too
One advice, use a Look Up Tables to store precomputed Cos and Sin math, 'casue in high resolution displays, it will be slow for each slice.
Note that this technique is really limited (at least in the way it’s described in the article I referenced). I don’t think you can use something like this for top down (and you don’t need it, if you’re doing an orthographic view). Still an interesting read though
If you wanna make a top down like this http://store.steampowered.com/app/229270/?l=french with world in 3D, a raycaster could do the trick. But no rotation around the player. which can be quite frustrating when he dies because he could not see what is happening around a corner…
I won’t go the 3D raycaster way this time. For the aesthetics of the game I am seeking (GameBoyColor game), it is too “advanced” and wouldn’t look good at all. Some other time I will make a Doom clone or something for fun.