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RENDERING PROCESS:
MISCELLANEOUS:
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Building a Raycasting Engine
INTRODUCTION:
This is my contribution to the 'Net. It's aimed at people wishing to enter
the world of 3D programming without wanting to delve deeply into polygons,
portals, BSPs, etc. The whole site covers a simplistic rendering technique
called raycasting. Raycasting is an interesting and gentle introduction
to 3D/algorithmic programming, so long as you're not after a rip-roaringly
fast, high-tech engine to compete with something like Quake. If so, then
this place isn't for you.
These pages will look at theory behind raycasting and how to use it to
implement a first-person
3D engine, similar to id's
Wolfenstein 3D.
WHAT DO I NEED ?
The only thing you really need to be familiar with is basic trigonometry and
the Pythagorean theorem (right-angled triangles). The raycasting algorithm is
centred around those two areas of maths. They're not particularly difficult
to understand, which makes raycasting a breeze (even for me :) ! Anyway,
let's get started.
NOTICES:
This site went into a frozen state, and due to the number of hits (and also
some words of encouragement :) I've been getting, I've decided it's time to
dust it off and start work again (I didn't even have a local copy of it
anymore...) Thankyou all for your interest; now let's see how long I keep
going this time :)
As with most places on the 'net, this site is heavily

so please be patient and check for updates (that means you'll have to keep
coming back :)
Here are some links for some people/things. For, without them, this site
wouldn't be here (but it is, despite TNT's best
efforts*). Please check them out:
* TNT kindly damaged our web server in
transit, which is the reason why my site was down for a few days at the end of
October, 2000. I guess the A4-sized label 'FRAGILE, HANDLE WITH CARE' wasn't
enough...
If you've got any suggestions, questions, corrections or whatever, just e-mail
me at pete@restall.net. I'd
really appreciate some constructive feedback.
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