#Raycast
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gurupanguji · 2 months ago
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Switching (back) to Alfred from Raycast and it's bittersweet. #alfred #raycast
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gearrice · 10 months ago
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Raycast Launcher Coming to iOS in 2025
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solaestial · 18 days ago
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almost a whole month late to end roll's anniversary, BUT!!! i finally finished a video with my russell mmd model!!!
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mmd russell says hi <3 i really went from trying for a serious video, to specialist just cause i was struggling a little bit with the stress over my initial anniversary deadline 😭
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capybara-on-the-ezh · 2 years ago
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Scratch Raycasting Engine v0.9
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This is a 3D engine made using the Scratch block-based programming engine. It features realistic lighting, shadows, textures, sprites, spatial sound, and more. I forgot to post this version on Tumblr when I released it, but it's easily the largest release yet.
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gtg3000 · 2 years ago
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Here's the little thing I made
Here is the prototype dungeon crawler I mentioned before
It's made in lua, in a framework meant for simple business forms. It really chugs.
I spent way too much time making and playing it so here it is. You can play it.
It will be gone soon.
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holmoris · 2 years ago
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You could get up to some absolutely phenomenal nonsense with this in a game using raycast lighting. I hope someone does it.
magic system where “dark magic” and “light magic” are literal terms - dark magic consumes photons, making an area around the spell visibly darker, sometimes to an Extreme extent, and light magic releases photons.
because of this most dark mages tend to work in very brightly-lit areas (either artificial light or outside in the daytime) to fuel their spells and wear and use lightly coloured clothes and tools so that they’re easier to see in the dimness their spells create, whereas light mages wear heavy, sometimes leaden robes (depending on the work being done) and the magical equivalent of welding masks to protect themselves from what can be an extreme amount of light, and sometimes other kinds of electromagnet radiation!
needless to say this is incredibly confusing for anyone unfamiliar with the culture
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ghoulodont · 6 months ago
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"way before doom" no it was like a couple years before doom. to someone born in the 2010s its the same time as doom
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chaoddity · 10 months ago
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Raycasting in JS
This article by adafruit links to a github article on gamedesign that is very interesting. https://blog.adafruit.com/2023/10/11/a-raycasting-engine-in-7-easy-steps-graphics-gaming-austinzhenley/ https://github.com/AZHenley/raycasting The code IS in javascript, as a heads-up.
Posted using PostyBirb
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gurupanguji · 1 year ago
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Adding Google's "web" search to Raycast
If you want the "web" only version of Search '''https://google.com/search?q={Query}&udm=14''' #google #lifehack
I’ve added a quick link in Raycast with “gw” pointing to https://google.com/search?q={Query}&udm=14
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profoundpoetrycowboy · 2 months ago
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Wolfenstein 3D/Doom-Like FPS Game Engine Concept
If Because How Raycasting and Binary Space Partitioning Work
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AI ART IS EVIL.
THEY WILL CREATE ART, BUT LESS AUTHENTIC...
THEY CAN COPY US AND OUR WORK
DO NOT TRUST THE MACHINE.
THEY MAY TAKE OVER HUMANITY.
WHY AM I SPEAKING IN CAPS AND MAKE THEM CRYPTIC???
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prism-empurress · 2 years ago
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"Do you, like,...wanna go out sometime...?" MMD pose practice! It's simple but really cute, I love this Gothic Luka Model by https://twitter.com/MizuShiro15/status/1025724508857151490
Sakura petals + motion effect taken from this video https://www.youtube.com/watch?v=Vj6HNj8ywMg The tree is from here; https://bowlroll.net/file/274608
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onelittlefoxen · 2 years ago
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wowzas!! coding discussion time
its been a couple months now since I started working on a silly little roguelike project and i guess im gonna talk about it?? i kinda want to make little devlogs and i guess now is a good time for that since im not too far in?
my goal for this project is a raycaster roguelike since i haven't...actually seen that done much. there's 3d roguelikes but normally if they're 3d they're pretty much assured not to be turn-based. my current system allows you to turn and look smoothly in all directions, and you move on a grid (all 8 directions) depending on where you're looking.
ive been mostly inspired by caves of qud for this, so im looking to do a hybrid of the open world/dungeon exploring like caves of qud has.
the thing that im most excited about for this has been a spell system that's been brewing in my head. im thinking that everything is turn-based, but then the spell casting is done in real time, as you draw certain symbols in order to cast spells. spells are made up of multiple symbols, and if you don't draw these fast enough, then a turn passes, leaving you vulnerable to any enemies as you continue casting spells.
currently ive got:
free-looking and movement on a grid (which is my raycaster)
sprites
......
uhh...
basic...random generation? i guess?
.....nothing really else
........oh i just looked at when i started this project and it was IN JULY!!!!!
holyy
i am....a very slow programmer. i see timelapses of people coding and they go really fast and that is not me. i am very slow. i have very long coding sessions (like 3 to 5 hours) and i get maybe 1 or 2 tasks done?
i guess i cant completely blame this long amount of time on me being slow. i think i didn't actually start dedicated work on this project until a couple weeks after i made my first couple of files. i was following a tutorial on youtube (3dsage's raycasting tutorial) and it took me a while to finish that.
but! this was where things went wrong. i did not realize that this tutorial was solely focused around 8 by 8 tile grids. i spent....quite a while getting things to work with larger grids. there's a couple of magic numbers in there that aren't quite explained either, and they work perfectly fine if you have everything the same as the tutorial. however, they don't work well if anything is different, so as i changed my rendering size i had to spend time figuring out where those numbers came from, and i spent hours trying to figure it out. I asked a couple nice people on discord for help, and they did help a lot! its just that some things they didn't know how to solve either, and so i had to figure that out myself.
and then...everything was perfect. everything was perfect with a 10 by 10 tile grid. so i added my random generation, increased the size of the map....and everything failed again.
i spent so long figuring out what was going wrong. i spent hours pouring over my code, trying to figure out what i was doing wrong. sought help again, and somebody else had a github repo similar to what i was doing, so i copied their code over and...it still didn't work.
it took me so long to realize that the raycasting algorithm i was using just wasn't suited for larger maps.
after that, i found a wonderful website that had a tutorial on making a DDA raycaster (this one) and EVERYTHING WORKED!!!!!!! (after days or weeks of following the tutorial and...you know, getting stuff to work)
so now 4 months later i am at a point where stuff looks nice, but its just a walking simulator right now. i don't think im going to be working on the rendering for a while after this.
where im planning on going next is a system for enemies and fighting them, and then hopefully items and an inventory. i am very scared for items and an inventory. but it'll be fine!
anyways here's some screenshots:
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(ignore the fact that it is the backrooms i did that as a joke for my friends. to get the textures for these i just downscaled some things to 32 by 32 textures) (the wall texture is a really cool texture that i got here)
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(ah, there we go. bad art and painful contrasts. this is a little more my style) (the art will get better everything is just basically example textures right now)
anyways that's everything!! sorry that this was just me rambling, i've never made a devlog before. devlog? devpost? idk.
anyways ill be back in like a week or a month or something to post more progress.
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alexanderwales · 7 months ago
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Alright, it's a gamedev magic system. Things that are easy in gamedev are easy. Things that are hard are hard.
Teleportation? Easy. Just find the object's X,Y, and Z coordinates and give them a tweak. Unless you want to send an object to a different scene, in which case it's a whole thing.
Perfectly circular explosions or force fields? Basic radius calculations make that a breeze.
Line-of-sight spells? Also simple, you just have to do some very basic raycasting.
Summoning exact duplicates? Easy, just copy the entity and all its properties (and make sure that you offset it, so they don't start out clipping through each other).
Changing something's color or texture? Just do a shader swap or something, I guess.
Deforming an object? Yeesh. Doing it in a non-uniform way means complex mesh deformation.
Anything involving water, fire, or smoke? Look, we're not going to go there, do not touch the water, don't set things on fire.
In fact, cloth and hair simulations are also probably out, unless they're very simple.
People? Yikes. Facial animation is a no-go. Monkeying with AI is a fool's errand unless it's extremely basic.
So you get a wizard who can easily teleport across the country, but would struggle to use magic to tie his own shoes. They can rotate a castle, but can't make a fire.
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slicedcheesegremlin · 11 months ago
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shit man this hexcasting war is fucked i just saw a guy wave his artifact around and say "greater sentinel chain power 10 explosion worm" or some shit and everyone within 500 blocks exploded and had lava fill wherever they respawned. the camera didn't even go onto him that's how common this is. my ass is casting raycast mantra + fireball. i think i just heard "1000 falling anvil danmaku" two squads over. i gotta get the fuck outta here
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gtg3000 · 2 years ago
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Noooo, I don't wanna do proper ECS design in a language that actually offers the performance I require to have fancy features I want.
What I want is to keep digging in this slow ugly prototype that chugs despite being literally 320x240. And doesn't have a sane entity design, which leads to some wonderful implications of component design, like lowering your health below zero doesn't guarantee that component actually setting off it's internal components - in case they expect an "attack" event and you just did a fallout 1 and healed yourself to death.
I hate being in that part of the project where nothing works so you can't iterate.
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localtwstmigrainehaver · 11 months ago
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Leovil Week 2024 Day 6
Prompt: Overblot
"You don't have to go through this alone. I'm not letting you suffer."
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Finally an MMD render of these two, I'm truly in my element Why does the metal on Vil's fit here look more like actual metal than it does whenever I tested the model out with Raycast that has metal materials what is this-
~Credits~ Leona & Overblot Vil by USAKO Poses by Me *bows* Effects: "HAToon_Conformity", "IkClut_Refraction" by RavAndCheese "AutoLuminous", "ExcellentShadow", "SvSSAO" by Sovoro "LightBloom" by Rui "HgSAO" by Harigane-P "PostMovie" by BeamMan "O_tonemap" by o_tamon "PostRimLighting" by Mfakane "AnimeScreen" by tktk
@leovilweek
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