#Raycaster
current project goal is porting my raycaster to the 88K+34010 combo here which requires me rewriting my graphics library in ANSI C instead of C99 because lol GCC 2.95

I shall make this 34010 my bitch once more in honor of burgerbecky
November 18, 2025 at 6:13 AM
Decided to jump back into the world of Picotron with a raycaster!

#indiedev #lowpoly #indiegame #customengine #picotron
November 5, 2025 at 3:32 AM
More Mega Driving. Mostly so I can avoid thinking about how inefficient my raycaster sprites are. #sgdk
youtu.be/6yYsE4X8Fsg
Taking a break from casting rays. Working on Pseudo3D roads again
YouTube video by Greg Gallardo
youtu.be
November 5, 2025 at 3:45 AM
I’ve been building a Wolfenstein 3D / ES: Arena-style renderer from scratch in plain JavaScript on the HTML5 Canvas. This isn’t WebGL; it’s a real,authentic,old-school raycaster using the same techniques as those games.
#GameDev
#PixelArt
#Wolfenstein3d
#HTML5
#indiedev
#indie
#indiegamedev
#retro
October 30, 2025 at 8:53 PM
Hey, another raycaster! Looks awesome.
October 28, 2025 at 2:08 PM
And after having to rediscover the maths we have multiple layers :D Don't really know what I can do about those black pixels around the edges. I'll leave that until tomorrow
October 11, 2025 at 5:46 PM
They're up to something
October 8, 2025 at 5:13 PM
Rewrote my #SGDK / #segagenesis raycaster again. This time to get rid of the Toy Story mirroring. The FPS dropped of course. But I think I'd rather run 10 to 13 FPS without mirroring the screen than run 15 to 20 with mirroring.

There's still some optimizing I can do, so maybe 15~ish is possible.
October 8, 2025 at 4:38 AM
raycaster experiment 02
June 3, 2025 at 11:44 PM
On one of the manuals or readmes included I think it says that the fact System Shock is in true 3D as opposed to a raycaster like Doom can be more demanding on the computer
June 20, 2025 at 7:49 PM
Since probably none read comments in post. Gonna add thread info so read will be huge. Idea is dumb down game to Raycaster like game. LIke Wolf3D just in 3bit graphics just with some trickery in textures for walls
#indiedev #indiegame #indie #solodev #doablegame #simplegame #2.5D
With all stupid feature creep and 3D crap I sorta realized that I need make not impressive game that would showcase power of engine but game that is possible. And I remembered this
#indiedev #indiegamedev #dev #developer #solodev #idea #vent
August 5, 2025 at 6:56 AM
Made a browser based game with my own custom JavaScript raycasting engine built from scratch.
It has retro Wolfenstein vibes, but also some modern comfort features, all running fully in your browser.

untrustedlife.com/realmchildin...

Check it out!
#indiedev #gamedev #javascript #raycaster #retro
August 18, 2025 at 3:43 AM
I'm giddy because I've been working on a wolfenstein and possibly DooM style raycaster engine from scratch, and I'm figuring out how to get a limited color palette (Aiming for VGA with a 256 pal) AND indexed images working so I'm getting some test textures ready here
lkakljs LETS FUCKING GOOOOOO
January 18, 2024 at 5:29 PM
The line between raycaster and raytracer gets pretty thin at a point, doesn’t it? I kept thinking about how easy it should be to add screen space water reflections to mine
June 17, 2025 at 12:38 AM
yeah, no polys!

it's a raycaster, specifically a fan raycaster. the closest relative is something like wolfenstein. basically the trick is that they usually draw in one column of wall at a time, and instead this is distorting horizontally as it draws.
June 19, 2025 at 11:47 PM
Been loving all the updates on this raycaster lately! I didn't know they could look this fancy until you were breaking down the height/depth stuff. Absolutely wild to follow and see it already at this state
June 20, 2025 at 12:57 PM
don't have any fancy subdivision math in yet (opted for just a raycaster for earch vert for now) but even with the limitations (only draws a projected line if both verts can cast to a surface and obviously can split/distort across different surfaces), it's already looking promising as a first draft!
May 7, 2025 at 2:23 AM
People are always like "I got doom running on a potato", but did they? Or did they just write a raycaster?
September 13, 2025 at 5:46 AM
raycaster experiment 07
texture mapping is pretty tidy at this point.
you can see the displacement- though it's not corrected for perspective or the angle of the surface yet!
June 4, 2025 at 4:43 PM
Repost of my 60 fps raycaster with texture on the original Sega Megadrive/Genesis. Find the rom here -> anael.maratis3d.com/mega/ #SGDK
November 28, 2024 at 9:40 PM
48K= 256x192px but in 256 colors. At the very beginning, many years ago, I asked the dev team if they wanted to add a 64-color mode so that there wouldn't be too much data, especially for 3D games (flat fill or raycaster), but at the time, they saw it as a problem that didn't need to be solved yet.
September 21, 2025 at 12:25 PM
Really want to see if I can make a raycaster for Minecraft like worlds
October 6, 2025 at 6:32 PM
Thank you!
It's nothing as complicated as a raycaster; it's from that even earlier generation of first person view systems using an array of sprites to approximate a 3d view.
Like old dungeon crawlers!
September 14, 2025 at 9:01 PM
i'm awake. which means i'm implementing some kind of raytracing
November 25, 2023 at 12:05 PM
Tempted to put this raycaster into the engine itself too but I think they're all so unique it'd be hard to make a good generic one
April 28, 2025 at 10:05 AM