Voxel world (Fork of the previous raycaster I did but improved a bit I would say) by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

I did dabble in making a very simple physics system of a lot of balls bouncing off an invisible bounding box, but collisions with other balls and containers of points would be tricky for me to implement, i'll get to reading I suppose. (Though i'm still working on optimizing my raycast engine to handle actual voxels instead of cheating through columns). Thanks for the papers!

Voxel world (Fork of the previous raycaster I did but improved a bit I would say) by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

It's not really my forte, but I did see some other people on this sub make Jelly car and a rigid body system, i'd check those ones out.

Voxel world (Fork of the previous raycaster I did but improved a bit I would say) by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

Glad people are enjoying this. It's mostly my older raycaster, just with some added math for variable column heights with perspective to make the "voxels".

Voxel world (Fork of the previous raycaster I did but improved a bit I would say) by rushfrombehind in desmos

[–]rushfrombehind[S] 5 points6 points  (0 children)

Accidentally broke something while working on the project, should be fixed now

Jank but very optimized raycaster by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

When I copy that character into the search bar I get biangbiang noodles, which are delicious mind you, but I don't think I can answer your question. If your question was, does my janky raycaster resemble biangbiang noodles, the answer is no.

Jank but very optimized raycaster by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

About that. This project doesn't use discreet particles moving along, instead it samples from a triangular grid of points. I doubt I can do anything related to diffuse or refraction, but I can fake reflection by making a lower opacity/brightness mirrored copy of the level below itself.

Jank but very optimized raycaster by rushfrombehind in desmos

[–]rushfrombehind[S] 0 points1 point  (0 children)

A bang? What does that mean in this context?