Thread: Ray casting
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Old 20 June 2017, 18:15   #11
robinsonb5
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Join Date: Mar 2012
Location: Norfolk, UK
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Quote:
Originally Posted by Thorham View Post
Yes, but why not just use integer based vectors? Seems faster than bitmap based ray casting, unless I'm wrong (never done it).
I've written a raycaster but not done 3D graphics with vectors. The big draw of raycasting is simplicity - a simple step-by-step procedure for each column on the screen tells you which walls have to be drawn (just the first one you hit unless you're dealing with transparent textures), which texture column should be drawn, and at which scale. No need to depth-sort polygons, deal with backface culling, view cones, clipping and all the stuff that comes with polygon-based 3D graphics, even before you've added texture mapping into the mix.

(Just to be clear, I'm talking about raycasting as in Wolfenstein 3D here - Sandruzzo, is that what you meant?)
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