-So... Which game engine do you use? -It's complicated.
@dcboules96954 жыл бұрын
Zsh
@achtsekundenfurz78764 жыл бұрын
"Where we're going, we won't need engines."
@clamato20104 жыл бұрын
This is a basic engine
@noahnolte72884 жыл бұрын
@@clamato2010 no, it's a c++ engine
@TheSecretDev4 жыл бұрын
@@noahnolte7288 ha ha ha ha ha *slow clap*
@MrsRollerTwister5 жыл бұрын
me: today i force command line to say hello world this guy:
@andreasrs695 жыл бұрын
MrRollerTwister „Easy“ „fast“
@Pau_Pau95 жыл бұрын
Is this "hello world" program of yours interdimensional portal program to transport yourself outside of bounds of our time and space?? My mind is blown!!..
@ChumX1005 жыл бұрын
echo "hello world" * computer crashes *
@technoguyx5 жыл бұрын
Ah yes. Enslaved command line
@khilarihemanshu75815 жыл бұрын
@@technoguyx ah , i see you're a man of culture as well
@jmanaa99695 жыл бұрын
Finally, a game my shitty laptop can run
@adamhostetler78734 жыл бұрын
LMAO
@d-o-n-u-t4 жыл бұрын
Are you sure? The minimum spec is 2 kb of memory, so I can’t run it...
@skalex0554 жыл бұрын
Hold in there! Its rough
@m4rt_3 жыл бұрын
It can always run doom Annything can run doom
@FreakyGoku695 жыл бұрын
The new Doom Eternal Gameplay trailer looks dope.
@stspapergenius4 жыл бұрын
demise ephemeral XD
@achtsekundenfurz78764 жыл бұрын
In 2020, we're using ZOOM Eternal. Just killed the boss, what to do next???
@aumbhatt53393 жыл бұрын
@@achtsekundenfurz7876 It's 2021 and the one you killed wasn't the final boss....
@achtsekundenfurz78763 жыл бұрын
@@aumbhatt5339 Bad news, working at Fakebook now. Good news, Zuck is definitely the final boss!
@aumbhatt53393 жыл бұрын
@@achtsekundenfurz7876 lol😆
@miscelaneasdealguem5 жыл бұрын
You're the Bob Ross of game programming
@punkisinthedetails14704 жыл бұрын
Underrated comment of 2020
@punkisinthedetails14704 жыл бұрын
@@Jack3G decision trees or random forests?
@ericsiemienczuk72173 жыл бұрын
Nah, this guy is great, but nobody in gamedev has a calmer, or warmer voice than TheBennyBox.
@SuperchargedW123 жыл бұрын
bracil poha
@ENG-CT49823 жыл бұрын
@@Jack3G yes
@davidpike7667 жыл бұрын
Your videos are a godsend for a fledgling games programmer who want's to understand the bigger picture and not just leverage what engines give you. Thanks so much, excellent indeed!
@javidx97 жыл бұрын
Hi David, Thanks for your kind words! I'm pleased you're finding the videos useful!
@iknosabuk5 жыл бұрын
Yeah, everything starts to make more sense when you understand what happens behind-the-scenes.
@xtdycxtfuv93535 жыл бұрын
javidx9 yeah thanks i really hate unity so this is helpful
@_tzman4 жыл бұрын
@@javidx9 Is this how actual engines are made or you are using hacks? Don't get me wrong, I enjoyed this video very much; Just curious though!
@TimeoutMegagameplays4 жыл бұрын
@@_tzman Not exactly like this, though somewhat like it, take a look at his channel because he has tutorials on how to make a 3d game engine.
@brakenthemole23775 жыл бұрын
This is such an interesting approach of teaching game engine logic. I love it, subscribed.
@javidx95 жыл бұрын
Hey thanks buddy!
@Cjduyck5 жыл бұрын
Really enjoyed this! I'm a second year Computer Science student at University right now. This amount of explanation was perfect for someone at my experience level.
@javidx95 жыл бұрын
Thats really cool to hear Rosco, thanks man!
@TheHermitHacker4 жыл бұрын
I feel like a magician just revealed his best magic trick. This is awesome.
@3DSage6 жыл бұрын
Thank you so much for making this video. I love how you explain everything and how simple you made this.
@javidx96 жыл бұрын
Thanks 3DSage, no problem!
@mr.coolio43213 жыл бұрын
Well if it isnt the main man himself
@ownag.e2 жыл бұрын
nah man I still didn't understand
@IAmStefanNixdorf4 жыл бұрын
"So you can see, it doesn't look that great" - are you kidding me? This looks awesome. I would play the hell out of a fleshed out game with this aesthetic!
@manfrombritain68164 жыл бұрын
Pencil whipped ain't far from it. Very surreal
@ajitbansal51204 жыл бұрын
Sometimes I mean “rarely” KZbin recommendations churns out gold content.. I am glad I found this ..subscribed
@yakinbama5 жыл бұрын
Dude, you are RIDICULOUS! By far the best KZbin channel I've seen. Thanks for doing this for us hobbyist-type programmers. Your work is very much appreciated!
@scatheroy6 жыл бұрын
I absolutely loved this. Elegant and wonderful solution, and goes a long way to demystifying some concepts that are very confusing for younger coders who are excited about game programming. I will absolutely share this with my students. What a great resource :) Thank you!
@javidx96 жыл бұрын
Hey thanks! In one comment you've summed up what Im trying to do with all these videos. Very much appreciated!
@ghulamfariddev5 жыл бұрын
@@javidx9 Hi. My friend send me this video link . I subscribed your channel to learn from you. I love programming and am excited to have knowledge about programming. What IDE you used for coding?
@Raphipod4 жыл бұрын
Ghulam Farid Visual Studio. You can get the newest community version for free on Microsoft’s website
@jodazague83334 жыл бұрын
@@ghulamfariddev He is using Visual Studio
@erto61446 жыл бұрын
Came for simple ASCII tutorial... Left with a revision of Vectors :D Great video!
@javidx96 жыл бұрын
Thanks Deadlock! Never stop learning!
@achtsekundenfurz78764 жыл бұрын
@@javidx9 I enjoyed your video, but I found a few minor issues with your approach. (1) Your logic is a ray-marcher, not a ray-tracer. Ray-marchers excel at very irregular shapes; ray-tracers are for regular shapes, like cubes and grids. That leaves a lot of room for expansion, e.g. columns which are really round rather than a fixed number of polygons. However, for the scope of this grid renderer, it's overkill. Criticism is easy, but improvement is hard. So I'd propose to compute how many times the vector has to be applied until it hits a grid line (not necessarily a wall), and then apply constant increments until it hits a wall. For example, if the ray vector is (0.8, 0.6), it would hit the next x grid line after another 1/0.8 = 1.25 vectors and the next y grid line after 1.666... vectors (nice decimals for an engine of a DOOM clone, don't you think???). The other coordinate is the index needed for the collision check in the map matrix. These tests could be run either concurrently (keep two running values and update the one that's closer) or separately (compute one, then check the other direction for accidental clipping, e.g. if you missed a corner). Actually, scratch the last bit; just do the one with the smaller increment, and if you hit something, check if the other direction hit something _just_ before that last increment. If you use the smaller increment, the index changes by one if at all, and there's no risk to miss anything in between. In any case, the grid lines are where the walls are, so two lines (or two columns) can cause a hit. (2) You had both an "emergency exit" based on depth (fDistanceToWall) and one based on x and y coordinates, and then a third one by putting #'s at all borders. That's overkill. You could use x and y coordinates alone; when a ray leaves the map, it won't come back. Or maybe only use the depth check if you want to render outside views of the map. (3) You can interpolate the vectors linearly from left to right edge; that avoids the "fish-eye" effect as seen at 23:02, which would be more pronounced in a graphics mode. Fewer sin/cos computations should result in a minor but measurable speed-up. (4) To detect the edges, I'd fill an array of "x , y , type" entries before drawing. x and y would be the respective coordinates of the feature detected, and type would be WallX, WallY, or null. I'd populate that array and then scan adjacent entries for differences. If two adjacent entries are different (e.g. different coordinates, as it happens from one segment of wall to the next, or different types of wall, as it happens at a corner), AND neither is null, I'd set the type of both to null. WallX and WallY would be drawn like you did, and null would be the variant with a black "wall" segment, i.e. nShade = ' '. That would eliminate the inner loop (the one that's run 3x3 times per column) and result in higher FPS. As an added bonus, the boundary is always 2 pixels wide, not sometimes 2 and sometimes 3. With REAL graphics, I'd use a different approach: compute the exact (x,y) coordinates of the hit (btw: one of them is an integer), and then compute the distance to the point where x and y are rounded to integers. That distance could then be used to shade the wall; if it's zero, black, if it's >=delta (a value around 0.02 should look OK), default brightness (modified by other factors like distance), and if it's
@saxidia9194 жыл бұрын
like it or not this man spittin fax rn
@rogershaffer89094 жыл бұрын
Simply put, this is wonderful! Many kids in the 90s would have loved to have access to your KZbin channel and knowledge.
@javidx94 жыл бұрын
Hey thanks Roger, much appreciated!
@avananana6 жыл бұрын
And here I am, having trouble making a Snake replica in Processing. God damn well done.
@fablestold87227 жыл бұрын
doesn't look great... it looks amaaaaazzziiing! beautiful work
@javidx97 жыл бұрын
:-D Thank's Norm! ASCII FTW!
@PunisherSamo5 жыл бұрын
For anyone who is strugling with not appearing wall after shading floor, just take a look at condition if(y < nCeiling) at time 24:20 it will be changed to y
@Nob1ej0n5 жыл бұрын
Is that what it was?! I toyed around for about 10 minutes trying to figure that out. Noticed that change, made it, messed around some more, then it finally worked. I must have messed something else up in the mean time for that not to fix my problem. Also there were a couple missing includes: #include // for vector #include // for sort
@PunisherSamo5 жыл бұрын
@@Nob1ej0n yep that was it..I spend with this like 20 minutes...
@anonymoususer76633 жыл бұрын
Really?!? I simply changed nShade to nWallShade to shade wall and nFloorShade to shade floor and also got it to work. I figured it was nShade value confusion. 🤦♂️ still works! But your fix was way easier than my fix. You simply found the missing equal sign. I added in an entire extra variable.
@anonymoususer76633 жыл бұрын
@@Nob1ej0n it works fine without the vector and algorithm includes so far...until 30:27.
@anonymoususer76633 жыл бұрын
Yep it comes back into view at 33:22. He changes it to y
@justmoritz4 жыл бұрын
I found my new side project: recreating this is a different language. Not translating it, but understanding and writing it myself
@tangerian3193 жыл бұрын
Fun fact: I'm doing this project in C# using a writable bit-map as a screen with an... interesting rendered aesthetic as well.
@hakancolakoglu57965 жыл бұрын
19:17 I love it when he turns to the camera all of a sudden, explain and get back to work again. He is like "We'll need to do the same thing" and I cannot do anything but giving him a thumbs up because I have no idea about such coding yet it is fun to watch ahah
@skf9573 жыл бұрын
Very well presented, thank you. I'm just starting out with C++ and this video has helped put the "what is possible" into context.
@pdschumy5 жыл бұрын
Thoroughly enjoyed it :) ! Thanks much for posting this great video... best part I like about it is the gradual progression/improvement you show (rather than showing off the final version of the game at the get go). And for anyone trying this out along side the video : kindly note that the sin and cosine are mixed up (this can be identified by thinking about where the origin is and where the X and Y axis are). Once you fix that, all the inversions/mirror image issues get sorted out. Also one thing I changed is to use unicode characters →, ←, ↑, ↓ - instead of just a 'P' for the player (this helps with orientation).
@thelaststanding973 жыл бұрын
I don't study English well so it's a bit difficult for me to understand, but after listening to it a few times, I realize that you teach really clearly and easily!!! Much respecttt!!!
@WinLoveCry6 жыл бұрын
This is great work; I've been involved with software for around 20 years+, yet I still found your videos informative, inspiring, and mathematically thought provoking. I've been wrestling with the physics of racing for some time (having developed 3 crude simulations), your videos have just helped me develop some of these ideas. Would love a catchup over Skype sometime! Regards,
@javidx96 жыл бұрын
Hi Jamie, glad I could help! I'd love to make a really nitty gritty top-down 2D racing simulation game. I've some algorithms I would like to show this year about racing AI, but the list of things to make vids about never gets shorter :D I checked your Monaco GP vids - nice work! I don't skype, but you're more than welcome to come and chat on the Discord server, it supports DMs too if shouting in public ain't your thing - Jx9
@TanjoGalbi6 жыл бұрын
Same here. I've been a long time programmer and am finding these videos informative :)
@enricopassoni13 жыл бұрын
Same here
@FrostGamingHype2 жыл бұрын
same leave the exp is 2 years i made 2 game engine's and im working on the 3rd one this video was helpful to remove flicker
@hackdesigner5 жыл бұрын
4:20 "I've got criticized but I don't care" - respect!
@xenonxi75645 жыл бұрын
I see what you did there with 4:20
@minsin565 жыл бұрын
@@xenonxi7564 he used while(1) instead of while(true)
@abdulalhazred59245 жыл бұрын
he should have used while (!false)
@Tekner4365 жыл бұрын
@@abdulalhazred5924 while(420 == 420)
@shelletonianhuman5 жыл бұрын
while(0
@viktorkav81915 жыл бұрын
I wish one day I can explain myself as clearly and skillfully as you do. One of the best youtubers I've seen, and the best programming teacher too. You should totally write a book!
@javidx95 жыл бұрын
lol thanks Viktor, maybe...
@vrtexxradiation11 ай бұрын
@@javidx9well, 4 years later, we haven't got a book.
@NagasakiNightmare Жыл бұрын
I'd just like to say thanks again for this. As a project for myself, I translated this program to Python a couple of years ago. It taught me a great deal. I plan to go through this video with my son, who is starting to learn C++ for his degree program. You're an inspiration.
@alishacrswartz7 жыл бұрын
I'm shook. This is the best thing.
@javidx97 жыл бұрын
+Alisha Catherine Renee Swartz err thanks?! I'm too old to know if this is good or bad. But I'll read it as positive!
@alishacrswartz7 жыл бұрын
it was meant positive :D
@javidx97 жыл бұрын
Well in that case, thank you very much! Cheers!
@NOBLEFILMS1987Ай бұрын
AWESOME 3 DIMENSIONAL GRAPHICS! THANK YOU SO MUCH FOR THIS TUTORIAL AND THE SOURCE CODE JAVID!
@damiandassen77636 жыл бұрын
37:00 i have noticed a little problem. the world is rendered in mirror image. if you turn right in the game and walk foreward, the map shows that you have turned left and walked foreward. i fixed it by changing this line 199 (line 257 in github) into screen[(ny + 1) * nScreenWidth + nx] = map[ny * nMapWidth + (nMapWidth - nx - 1)]; and line 202 (line 259 in github) into screen[((int)fPlayerY + 1) * nScreenWidth + (int)(nMapWidth - fPlayerX)] = 'P'; these changes mirror the map and they mirror the player's position on the map and thus everything works correct. btw it was a helpfull and great video
@javidx96 жыл бұрын
You are correct Damian, I think this may have been addressed elsewhere in these comments. A little mistake (out of many) on my part. I'm pleased you enjoyed the video!
@Karsteski5 жыл бұрын
Thank you so much for posting this comment!
@rswindol4 жыл бұрын
I fixed this by setting the fFOV variable to negative. I noticed the fix when dicking around with the fov in realtime in engine.
@vitalydushkin4 жыл бұрын
You didn't fix anything. Your solution just mirrors the map, which is incorrect. All you need to do is replace cosf to sinf and sinf to cosf everywhere like so: playerX += cosf(playerAngle) * 5.0f * elapsedTimeCount; playerY += sinf(playerAngle) * 5.0f * elapsedTimeCount; if (map[(int)playerY * mapWidth + (int)playerX] == '#') { playerX -= cosf(playerAngle) * 5.0f * elapsedTimeCount; playerY -= sinf(playerAngle) * 5.0f * elapsedTimeCount; } It will render everything according to map.
@UnprotectedDesignFlaw5 жыл бұрын
I wanted to do this when I started programming, never found out how. This was in back in 1998 or '99. Oh, the memories...
@moileung4 жыл бұрын
SAme here bro. Fuck programming. It's hard. Might as well learn to cook food and learn how to dance like Michael Jackson. My wife and son might be even be pleased.
@nonsudunk4 жыл бұрын
@@moileung But the kid is not my son
@higtmance36414 жыл бұрын
@@moileung Its not hard. Its just like learning anything else
@firmware-jh5vk4 жыл бұрын
Iess exactly. It was difficult then because of the lack of how-to but still possible. I remember the tables of Turbo C/C++, good ol days.....now i feel old.
@UnprotectedDesignFlaw4 жыл бұрын
@@firmware-jh5vk welcome to the club, grab a cold one and enjoy being old like the rest of us
@blaise63554 жыл бұрын
He also put in the title, Quick and Simple C++. Nice try
@jjhassyАй бұрын
poop
@anonymousperson4205 күн бұрын
It *is* simple.
@jimarious66164 жыл бұрын
This is a more geometrically correct way of finding the size of the ceiling and makes the depth seem more realistic: int nCeiling = ((float)nScreenHeight - (float)nScreenHeight / fDistanceToWall) / 2.0;
@jordan42205 жыл бұрын
When using std chrono for timing something like this, use steady_clock instead of system_clock. That way the user changing the date doesn't mess things up. From experience..
@Ribby004 жыл бұрын
Man, someone on reddit mentioned this channel and I'm glad I checked it out. This channel is a gold mine of great info!
@jonathanmoore56194 жыл бұрын
Love the random "clunking" around... Dropping stuff etc. Beautiful. Excellent video. You're a saint 😇 for putting this stuff together. Very useful. Thanks for posting.
@javidx94 жыл бұрын
lol, we're all just human XD
@Sruggs2 жыл бұрын
I’m so glad I found this video. I’ve been doing C++ for quite some time now and I always wondered how to do some of the things explained so nicely in this video! Subscribed and liked!:)
@cigolsimons17685 жыл бұрын
Fantastic video my man! You explained everything perfectly and I followed it to the end, I have no previous experience in graphics programming but this all made sense to me.
@javidx95 жыл бұрын
Hey thanks Cigol, thats great feedback!
@KittanBachika10 ай бұрын
just started learning c++ a week ago and your video was my first project so thanks for the great explanation
@bernieperales93484 ай бұрын
Same here lol . Did you have any trouble shading the floor?
@maxmustermann-theoutfluenc9975 жыл бұрын
You have given the Definition of "3D Console Shooter" a new Meaning !
@gavin35633 жыл бұрын
you're the type of person to answer the questions on stack overflow instead of asking. you're insane man.
@ericnichols92235 жыл бұрын
Amazing video! When I was a kid in elementary school in the 1980s I loved the game "The Bard's Tale" but was frustrated that you could only turn by 90-degree increments and move by unit steps. I imagined coding up an engine like this to allow smooth movement and rotation, and asked my elementary school teacher to teach me trigonometry, because I knew it was required to do the geometry required for the 3D effect. Alas, my teacher said she didn't know trig.... How I wish I had access to this video back then! It's exactly what I had imagined doing myself on my Commodore 64, back in the pre-Wolfenstein days. I agree with you -- would be neat to see if this engine could perform fast enough on old hardware like that to be playable. Anyway, thanks for your videos and your clear instruction style.
@javidx95 жыл бұрын
Hey thanks Eric, much appreciated. I had a quick go trying this on my BBC Micro B+. I think it can do it, but I'll need to dip into assembly :D
@Originalimoc4 жыл бұрын
This surprisingly explained why the same input on some games running at a higher FPS gives more precise control.
@TinyDeskEngineer3 жыл бұрын
A command-line based 3D renderer is probably the only 3D renderer I'll actually be able to figure out how to make from scratch in the next 30 years. And it'll probably still take forever.
@uuu123435 жыл бұрын
YES thank you for this, a pure c++ project that i can do using just pure c++
@jwallace69132 жыл бұрын
I love these. I'm going through every single code-it-yourself video and really enjoy figuring out ways to optimise and add new features to the projects. Such a blast :D thank you
@Mrwiseguy1016904 жыл бұрын
Very cool! You can probably change the 'P' in the map to '>', '/\', '
@javidx94 жыл бұрын
Almost, though I'd use '^' for upwards, as its a single character
@Mrwiseguy1016904 жыл бұрын
@@javidx9 Ah very true!
@mishkamcivor4094 жыл бұрын
Managed to use this tutorial to write a graphical version, hopefully this new knowledge will come in handy some day
@volodymyrselevertov4 жыл бұрын
looking at this graphic in the terminal , I remember my first game shooter for sega 16 bit, that was amazing :)
@XxXKobalXxX5 жыл бұрын
I've been looking for a video like this for so long! Thank you so much!! This explained and pointed out a good number of concepts that I was interested in.
@javidx95 жыл бұрын
Great to hear Kobal!
@michaelhunt63135 жыл бұрын
I'll save you the time, he is a wizard!!!
@rdkylp5 жыл бұрын
He is like Bob Ross of coding, I love him! Relaxing, enjoyable and instructive.
@javidx95 жыл бұрын
Thank you Arda, I love Bob Ross too!
@banbazy4 жыл бұрын
I am from korea. That mean I am not good english yet... :( so someday I'll understand this video! Thank you for this video
@gabe52254 жыл бұрын
U have coronavirus
@rubenuijtde4 жыл бұрын
@@gabe5225 you just can't say that.
@EpicGamer-ux1tu4 жыл бұрын
@@gabe5225 dude cmon :D
@banbazy4 жыл бұрын
@@gabe5225 thx man.
@zt2424 жыл бұрын
@@banbazy hey, don't listen to him. Best of luck with learning english!
@cea_tide4175 жыл бұрын
When finding the corners, you could use the dist to integer of x,y instead. The corners are integers, so if the place where the ray hit is close to a corner, x and y should be close to a integer too. (x,y is the location the ray hit) the ray hit at x,y Tolerance is the radius of the circle around the corner. When inside this circle, you hit the corner. DistX=min(x - floor(x),ceiling(x) - x) DistY=min(y - floor(y),ceiling(y) - y) If DistX
@UraYukimitsu6 жыл бұрын
Around 10:40, since you're already calculating the sine and cosine of your angle to make the unit vector you might as well use simple trigonometry to get your distance to the wall. I would be something like (not actual code but you get the idea) distanceToWall = abs(playerX-wallX)/cos(angleBetweenRayAndVerticalAxis); //For horizontal (angle between -45° and +45° to the horizontal axis) rays or distanceToWall = abs(playerY-wallY)/cos(angleBetweenRayAndHorizontalAxis); //For vertical rays
@javidx96 жыл бұрын
Hi Ura I see what you are saying, bu the problem is I dont know where wallX and wallY are, unless I compute this for every possible wall and then sort them somehow. Also, wallX is not a single value for any given wall in this case. An alternative approach which is kind of similar to what you are suggesting is horizontal wall following, where you identify the wall on the left of the FOV, and then follow the geometry around until you fall of the right FOV. This way you can calculate the distances you need algorithmically, but you need to partition space in fun ways to make this optimal.
@desktorp5 жыл бұрын
man you guys are smart
@Behdad475 жыл бұрын
@@desktorp %87 is their experience in the field.
@robertfaubion1311 Жыл бұрын
Your content is so informative, challenging and inspiring. Thanks for all your hard work and keep them coming! If you are ever in Tucson, Arizona, I'll get you some authentic chile con carne on me!
@jjbb84x5 жыл бұрын
This man could probably recreate Shin Megami Tensei (SNES) like this in a week!
@b_08_amitkumarsahu905 жыл бұрын
What is genre of game
@spaceplex50795 жыл бұрын
@@b_08_amitkumarsahu90 Rpg
@_CazaBobos4 жыл бұрын
I did the strafing by adding + o - pi/2 to the sin and the cos argument. Works amazingly
@Hyperdelica-Xander6 жыл бұрын
You are brilliant mister. Your work is quality.
@michaelfeldman29387 жыл бұрын
Thanks for taking the time to put this together! I learned a lot seeing this style of PFS rendering on such a low level as ascii. Very informative. Will let you know if I manage to get something like this working for myself!
@javidx97 жыл бұрын
Thanks Micheal, no problem! I look forward to hearing about your project.
@johntrent0184 жыл бұрын
If this guy can create a prototype of FPS game in a terminal, I can succeed in creating my textual adventure game in terminal, actually in development.
@theali8oras2744 жыл бұрын
Need a player ? :D
@johntrent0184 жыл бұрын
@@theali8oras274 Well, for the moment, it's still in development and I'm focusing on core functionalities (command prompt, menus, inventory, moving from a zone to another, quests system, etc...) but I'm willing to distribute my game under GPL license, so I could tell you when it will enter in Beta phases, which won't be for now... ;)
@anhelido5 жыл бұрын
Thanks for the video. By simplifying the graphics part one can abstract better the representation system, so understanding concepts is easier. Great work!
@javidx95 жыл бұрын
Hey Angel and thanks! Thats what this channel is all about so welcome!
@3DSage6 жыл бұрын
The hit detection and float values are a little too slow for the gba but i'm making progress. You might like to watch my latest video where I built a computer program it with toggle switches in machine code!
@javidx96 жыл бұрын
There are probably some fixed-point hacks you can do to make this all very quick. I will!
@3DSage6 жыл бұрын
I got it working! It's heavily optimized with no float values and DDA detection. The hit detection is fast but misses the corners. I also have a texture problems caused by the GBA mode 4 drawing two pixels at once. This is what I have so far kzbin.info/www/bejne/on6knYx_d5yIsKc
@javidx96 жыл бұрын
Nice! I posted it on the #show-your-stuff page of the discord server
@3DSage6 жыл бұрын
Great! Thank you. I didn't know about discord server.
@flightvision6 жыл бұрын
I would have done the edge detection a little differently: by remembering which block index (or empty) I hit the last time. If I hit another one or empty next, I know I am at a border. Very interesting this 2D game spaces! Thanks for explaining that very well.
@javidx96 жыл бұрын
Hey thanks flightvision, this is true, but will only give you very thin borders between adjacent blocks that do not scale with proximity. This may look good if you are cel shading the maze, or be useful for secondary processing stages though.
@ScottDuensing5 жыл бұрын
Came here to say the same thing. Personally, I don't like the edge scaling with distance. To each their own!
@kingzeeb3194 жыл бұрын
If you get an error around 33:35 when trying to run the game it's because he forgot to mention that you need to add: #include #include
@anthunter18132 жыл бұрын
thx bro
@ComicalJit2 жыл бұрын
Man, you're a lifesaver
@Md-sl2sy2 ай бұрын
Man thank you for this I don't even want to build a command line game but ive been looking for an easy to understand raycasting tutorial
@estrobedaaxios23295 жыл бұрын
It looks freaking beautiful 😍
@strayedaway195 жыл бұрын
You are awesome !! Being a noob, I have never done this before and will give it a try. If I am successful, it would be the coolest thing I have ever coded. Thanks man for a great challenge!
@undefBehav6 жыл бұрын
genius work javidx9! this actually inspired me to set myself my own challenge to try and do raycasting in javascript using the html5 canvas. i suppose drawing on canvas some fixed-sized rectangles and shading them appropriately with respect to the length of the ray would suffice.
@javidx96 жыл бұрын
Thanks Emre, your approach seems sensible to me! Good luck with your project, and be sure to drop a link if you get something up and running!
@somebody_2837 Жыл бұрын
This is the type of legendary content I expect from youtube.
@Quonchon5 жыл бұрын
A friend of mine did a similar engine in Ti basic on his calculator when i was in high school
@cabbage42546 жыл бұрын
Thank you so much for providing this tutorial! I just got it working in JavaScript with shapes, not ASCII (I haven’t learned C++ yet but I plan to someday). THANKYOU! 😃
@javidx96 жыл бұрын
Hey no problem - Its great to see people taking it away from C++ as it shows that the concepts behind these things are language independent.
@maxkempf76874 жыл бұрын
3:38 "cause i don't want this video to go on for half an hour"
@obik164 жыл бұрын
Kind Sir, your videos and approach to coding is amazing! This is some really good quality channel.
@Bob-zg2zf5 жыл бұрын
This guy is a fkin genius
@toose83885 жыл бұрын
I think fEyeX and fEyeY are better explained as decomposing the player's direction into x- and y-vectors. They're not necessarily unit vectors unless we assume the player's direction vector also has magnitude 1, but there's no use in defining that so it's just complicating things. Anyways, this tutorial was great fun! Short and light on dependencies enough to be easily followed by beginner/intermediate C++ programmers, but also results in something quite interesting. So many tutorials out there make you go through hours of copying code only to arrive at something unimpressive. Good job
@javidx95 жыл бұрын
Thanks Matheus, Im pleased that youve identified the message Im trying to deliver with this channel, it makes it all worthwhile XD!
@lapidations5 жыл бұрын
00:50 it doesn't look that great? That looks beautiful
@javidx95 жыл бұрын
lol thanks lapidations!
@willybanus79004 жыл бұрын
I can't believe all the things I'm learning with your videos. Many thanks.
@BrekMartin7 жыл бұрын
I suppose top down tetris is out of the question? :D
@javidx97 жыл бұрын
:D It's funny, I do have something in the pipeline for this project. Speaking of tetris, your video has inspired me to try a tetris with the smallest memory footprint I can get - basically I'm reducing it all to bitwise ops and karnaugh maps. It's proving to be a great example of information theory, as I compress the tetromino data, naturally, the program expands. Too early for a video yet though.
@BrekMartin7 жыл бұрын
javidx9 The program expands with C, but in a language with bit access it should be under 1k, and monochrome video memory can be the game memory. I did port a bit access Tetris fully this time, but it was too large. The complete C rewrite used little program memory and huge RAM :D the game memory is ASCII like yours, and the mono video memory is extra, such as with your PC, there's probably some huge video RAM busy representing your ASCII on a hi res monitor :D
@saeedradmehr19766 жыл бұрын
Very well done, thanks for sharing your work, I'd never seen 3D ASCII graphics seeing this job was quite pleasant very much appreciated.
@javidx96 жыл бұрын
Hey thanks saeed! I just wanted to show what to do after hello world!
@moagnor5 жыл бұрын
3:30 "... cause i don't want this video to be half an hour". No. Actually, it's 38 minutes... :) Anyway. GREAT tutorial. :) I am trying to code this on a C64.
@thomasschnettler60635 жыл бұрын
How is it different on there? Doesn't the C64 have different libraries?
@devhonking7214 жыл бұрын
@@thomasschnettler6063 The C64 has BASIC or Assembly so it's different
@achtsekundenfurz78764 жыл бұрын
6502 assembly is quite limited, too. No sin, no cos, no sqrt in hardware, no FPU at all, heck, not even an integer MUL command! 6502 is basically "Library or f### off" ! At least the CPU is faster than the clock would indicate; 3Dungeon crawl in text should be doable on C64. And by now there's probably a decent C even for C64. If there's not, there should at least be a free one for PC with C64 output.
@bodikzarebumba49114 жыл бұрын
I wanna say thank you a lot, i needed a nice project for a exam and now i`m writing a shooter basing on your simple game, really thx a lot
@user-lv6qm3fj2z5 жыл бұрын
A new fps on consoles. That's definitely not what I was expecting :D
@gcewing3 жыл бұрын
I have fond memories of Wolfenstein 3D, having reverse-engineered the level format and written a level editor for it on the Mac.
@koukiadem5 жыл бұрын
Great Video.. waiting for Fortnite in CMD
@javidx95 жыл бұрын
lol thanks Adem!
@Kamjue5 жыл бұрын
*_default dances in CMD_*
@livestreamundco25375 жыл бұрын
Lol
@breakfastboi33445 жыл бұрын
Um Ok I want code bucks
@Cole-ek7fh5 жыл бұрын
Adem Kouki nobody would do such a horrible thing.
@Aname6785 жыл бұрын
I like your synthesis and approach on simple code, super clear.
@-_-O7 жыл бұрын
This could be called "How to play god and recreate the universe ...part 1" :)
@jellohunter79816 жыл бұрын
Adam Bradley in the next tutorial he will create animals
@djpeterson74795 жыл бұрын
"If you want to make an apple pie from scratch you must first create the universe" - Sagan
@achtsekundenfurz78764 жыл бұрын
When "JC" means John Carmack...
@bobkreme21753 жыл бұрын
in a sense, that's what programing is all about. up to a level that people assume the whole universe is just a simulation.
@bproteau11615 жыл бұрын
Very, very cool! I have no experience in actually working with proper programming so i have no idea what youre doing but it is still very interesting!
@javidx95 жыл бұрын
Hey thanks Azure!
@3DSage6 жыл бұрын
I program for fun on the Gameboy Advanced and I will send you the port when I have it. :)
@javidx96 жыл бұрын
Nice, that would be awesome!
@Svabby6 жыл бұрын
how do you program for the game boy? I really want to know.
@javidx96 жыл бұрын
Hi FallenWolfie, there are a few devkits you can use to compile rom images for emulators. Some are even C based so quite simple to use.
@Svabby6 жыл бұрын
javidx9 thanks!
@nakano155 жыл бұрын
Thanks to this video, I discovered about the Alt key usage on visual studio.
@mattiviljanen81097 жыл бұрын
Please correct me if I'm wrong, but I think the angle rotation direction at both casting the rays and turning the player is not correct. As the player angle increases (17:25 lines 56-60), the player turns counter-clockwise, and when the screen is rendered from left to right (9:18 line 53), the apparent direction is clockwise instead. However; as the rays are projected with increasing angle (9:18 line 56), it is calculating the map counter-clockwise, thus canceling out the error, but leaving turning the player into visually correct direction. The map and the player view don't agree, as seen in for example at 37:08 where the player passes the walls from the left side, but on the map the P passes the #'s from the right side - and that was the thing that caught my attention.
@javidx97 жыл бұрын
Hi Matti, you are kind of right. I believe the map is actually either rotated 90 degrees or reflected in x=y, from the player, and as you say, it all cancels itself out. Primarily, this is because I use sin and cos, instead of cos and sin :D So yes there is a discrepancy in there. But that's incredible attention to detail you have - thanks for highlighting it!
@Nob1ej0n5 жыл бұрын
@@javidx9 Yup, swapping those fixed it. Cheers!
@justgame55083 жыл бұрын
Where the console game engine and indirectly the pixel game engine began, also where a fantastic community started
@shawnThottan5 жыл бұрын
You are the best. I'm dumb but I understood the whole thing!
@noiseeater5 жыл бұрын
Refreshed my math which I haven't used for ages. Thanks a lot! You're doing a great job! Hope you won't stop on this and we'll create a console version of Skyrim)
@javidx95 жыл бұрын
Hey thanks noiseater!
@snag7105 жыл бұрын
or at least elder scrolls arena
@hayoun35 жыл бұрын
This guy : Quick and Simple Me : Hmm. That's good. This guy : C++ Me : Mr stark... I fEeL sO bAD...
@sweetberries46115 жыл бұрын
these are tutorials for people who know C++
@MrBunnyWizardАй бұрын
Old video but pretty much all still works! Just had to add some extra libraries because they must have moved stuff around in the files since this was released! I've wanted to work on a roguelike ascii style game since I was 20 and I'm now in my 40's. I think I'll use this to learn C++ and try to make my own little roguelike engine/game!
@joseffus54326 жыл бұрын
Only 200 lines? Neat. John Carmack be like ;_;
@javidx96 жыл бұрын
lol joseffus, John Carmack is a legend and exceptionally talented thinker though.
@joseffus54326 жыл бұрын
@@javidx9 And I never doubted this; he is actually one of my idols when it comes to comp science. But imagine him having the rather high-level windows API with handles and stuff that we are nowadays "blessed with" (lol) back in the days, when smooth scrolling was a true milestone.
@teranyan5 жыл бұрын
John Carmack created all these algorithms that this guy is showing here buddy. This is more pretty much a doom rendering engine that the video is presenting.
@hostiusasinhostilityhostil78535 жыл бұрын
@CazMatazz "Turbonerds" - wow, I should add that to my insult collection. thnx
@Sashik5 жыл бұрын
I'm not into coding, but this project looks very creative to me. Great job!
@javidx95 жыл бұрын
Hey thanks Sashik, I appreciate that!
@7Andy775 жыл бұрын
Nice FPS dude (both, frames per second and first person "shooter" too) ;) awesome vid!
@javidx95 жыл бұрын
XD Thanks Andy!
@ENG-CT49823 жыл бұрын
@@javidx9 is this series still going?
@javidx93 жыл бұрын
Well this video had a sequel, then there was ray cast world, so yeah a bit more to go yet