-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|182|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




Pakz

Scanline fill

30th January 2021 Raylib c language
Fast scanline fill routine in c language


Pakz

Line of sight - rays from player to area tile positions.

17th October 2020 Raylib c language
[code]
//
// Line of sight or raycasting.
// The method I used is by taking an area around the player. In this area each tile is indexed. Than
// a invisible bullet is shot from the player position into the direction of this tile. The area underneat*snip*


Pakz

Wave Function Collapse Algorithm

25th September 2020 raylib c
I think it was last year that I learned about the Wave Function Collapse algorithm. It is rather new. Only a few years ago it was created.
There are no easy to understand tutorials on how to learn it.
What it does is create levels from pieces of levels.*snip*

More - Older Posts