I went deep down the rabbit hole with raycaster engines over the last 2 years. While this particular rendering technique has lots of limitations (like a fixed camera - unable to look up and down) it also has some interesting properties. Such as the ability to create windows, mirrors, and portals very easily by re-directing the way the rays fly.
I actually put together an entire game around this to test the limits of what I could achieve with raycasting. If anyone is curious you can see a video of it on my blog: https://blog.sb1.io/gateescape/
What I think would be a great project is moving the casting and drawing part over to a compute shader. My engine is multi threaded and chunks the screen so each thread can do some section of the work. Unfortunately I want the engine to be cross platform, but Apple has made that rather difficult with the requirement of Metal going forward. If anyone has seen this style of raycasting implemented on a GPU I would be very interested!
Wow, that looks cool. Portals are a great idea and seem like the would be (relatively) easy to implement in a raycaster!
The simplicity of them makes them fun to experiment with: I used one in a Ludum Dare game (https://www.mrspeaker.net/dev/ld27/) and made the field-of-view and movement speed a "mechanic".
There are ways to fake an amount of up and down looking without too much work, rise of the triad used an approach. the larger the angle the more apparent the fakery, but it works well for "small freedom". I love raycasting engines and yours is a nice addition!
I appreciated your earlier comment that talked about how you used signed distance functions to make the virtual joystick slightly expand. I used that as inspiration for some terrain generation in a very basic game I’m making to learn the ECS design pattern. So far, it’s working really well!
Thanks! It means a lot!
Since a few people have expressed interested, I decided to open source the early prototype code that has a simple implementation of portal casting. https://github.com/gh123man/Raycaster
Very neat. Shameless plug: Things can get extremely minimal if you make the view frustum orthogonal and also use raymarching instead, then the geometry (SDF) is very concise to define... a lot of the math disappears and the code gets super short... like 140 chars short:
Not very practical for much of an engine of course, and also much slower than casting, but it makes it dead easy to understand by removing matrix transforms et al.
Ha ha - very interesting use of React... I love that the columns are components!
Though my "negative nancy" comment would be that this is the wrong tool for the job (or at least, it could use a little renaming?) because after jumping from Scene to App to useCastRays hook... I finally found all the actual logic in "utils": which I'm always suspicious of ;)
Anyhoo - really cool, I'd like to see how the 2D sprites are integrated!
As a developer that uses react every day, I'm so glad it was used in this project because I was able to look at the code and understand it quite quickly!
Interesting trivia: The game Wolfenstein 3D originally used raycasting to determine visibility. Later, id software signed a contract with Nintendo for a SNES port, which they outsourced to a contractor while they worked on Doom. During this time Carmack realized that the same method won't be fast enough for Doom and started studying BSP [1] trees. Meanwhile, the contractor was unable to do the port because of the very paltform-specific code (heavy optimisations for the 386 and 486). So id software took time off from Doom and went back to do the port themselves, eventually succeeeding by using BSP for visibility and a lower resolution.
A couple years ago I got bored on the train, and coded a simple ray-caster in Pico-8.
Ray-Casting is fun because it's a relatively simply algorithm to "rediscover", and can be coded in just a few hundred lines of code... I've debated making it a guided question to ask during interviews, though I've resisted thus far because I'm afraid it might be a bit too much for a junior candidate, and might be too easy for a senior candidate.
My worry about asking it as a question is that because it's kind of esoteric, someone could have all the tools they need to implement it, and not know it.
That's probably where your guidance comes in, though.
I'd already written a ray tracer (so a fully 3D renderer) prior to that in college, so it was fun to learn about a more limited algorithm that was better suited to older hardware.
At the time I wrote those, I was actually surprised because I didn't see much improvement using emcc-raycast. In both implementations, you can see that I'm allocating objects/structs all over the place, so that probably brings down the performance.
Nice. Not so long ago I was trying to make one without the grid layout, using lines instead. Never got the math quite right thou. Here's the link if you wanna take a look:
Nice! A trick from Wolfenstein 3D to improve the look is to give all the north-south walls a lighter colour, and all the east-west walls a darker colour.
There is perspective, so it's 3D. Unless you are talking about the fact that your display can show only 2D images then you are technically correct since most displays are not 3D displays.
I think you're right, its a sort of pseudo3d. Its a 3D presentation of a 1D (2D environment) perspective. Cut a horizontal row of pixels from the center of the screen and you have its flatland point of view.
I went deep down the rabbit hole with raycaster engines over the last 2 years. While this particular rendering technique has lots of limitations (like a fixed camera - unable to look up and down) it also has some interesting properties. Such as the ability to create windows, mirrors, and portals very easily by re-directing the way the rays fly.
I actually put together an entire game around this to test the limits of what I could achieve with raycasting. If anyone is curious you can see a video of it on my blog: https://blog.sb1.io/gateescape/
What I think would be a great project is moving the casting and drawing part over to a compute shader. My engine is multi threaded and chunks the screen so each thread can do some section of the work. Unfortunately I want the engine to be cross platform, but Apple has made that rather difficult with the requirement of Metal going forward. If anyone has seen this style of raycasting implemented on a GPU I would be very interested!