I've just completed writing a new game I call parquer, which features an inertial physics and a 360 shooting experience. It's pretty fun to play and looks quite good! I've also used quadtree to handle collision checking between the bullets and the enemy dots, which was pretty fun work. Here is the game, check it out :D
Be sure in the lookout for the parquers, which grant unprecedented powers to their beholder!
Link:
parquer
Showing posts with label Github. Show all posts
Showing posts with label Github. Show all posts
Sunday, January 11, 2015
Sunday, October 26, 2014
A First Person Shooter Game Based on Ray Casting
I've just finished written a first person shooting game using ray casting techniques! It's been really exhausting especially considering the difficulty in getting the trigonometry calculations right, and coupled by the fact that I did not design the code structure particularly well (haha partly because I thought this is just an experimental project.. but hey now I know good design is always important).
What surprised me the most during the process of getting this done was that I never expected rendering 2D sprites on 3D environment to be very challenging! While the concept of drawing 2D sprites is dead simple (just pasting the asset on the canvas), getting it to look and feel right on the 3D camera seems to be very difficult, especially since I did not researched sufficiently on other better techniques to get it done.
In the end, I am pretty much satisfied with the end result (the game itself!) since it is way better than I have expected! The game itself was inspired by Doom, the classical DOS FPS games (may be not exactly inspired, by I did use one of their assets for this project hehe). Anyway, I've called this version I've written as Boom, and the game is now up and running on my github IO page:
Boom - A First person shooter game based on raycasting
What surprised me the most during the process of getting this done was that I never expected rendering 2D sprites on 3D environment to be very challenging! While the concept of drawing 2D sprites is dead simple (just pasting the asset on the canvas), getting it to look and feel right on the 3D camera seems to be very difficult, especially since I did not researched sufficiently on other better techniques to get it done.
In the end, I am pretty much satisfied with the end result (the game itself!) since it is way better than I have expected! The game itself was inspired by Doom, the classical DOS FPS games (may be not exactly inspired, by I did use one of their assets for this project hehe). Anyway, I've called this version I've written as Boom, and the game is now up and running on my github IO page:
Boom - A First person shooter game based on raycasting
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