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QUAKE vibe. Literally. E1M1 slightly modified running with #raylib with custom collision detection and camera smoothing on steps. #quake ❤️🔥🪓
One last today. Level transitioning with some fancy textures from classic SiN game - I’ve needed something less abstract then Quake. Transitions are important to me because of world persistence that I’ll support. #raylib #SiN #quake
Quake vibe. Here’s how the actual collisions look like. Bounding boxes to the rescue. #quake #raylib
Quake vibe again. Added some discard for textures to remove “magenta” pseudo-alpha thing. #quake #raylib
Quake vibe. A small renderer loading bsp + basic dynamic lights. #raylib #quake Collisions in progress.
Sometimes I think that it would be easier and maybe even more fulfilling to just write your own little engine to make a game instead using those molochs. #handmake #gamedevelopment
Hello, I'm trying a new thing in terms of global illumination in #raycaster I've been thinking about using cellular automata and heat transfer to transfer light through a game level. This works for floors only and there is no bounced light but I'm working on it! #retro
Me today with my MS-DOS laptop from 1992 and an old MacBook never updated in its history. #Crowdstrike #Technology
I'm experimenting with a per pixel lighting with my #raycaster and it's gonna kill performance like hell - but will be cool :) #retro #gamedev
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