in the future - u will be able to do some more stuff here,,,!! like pat catgirl- i mean um yeah... for now u can only see others's posts :c
Can't stop 😅. Implemented a npc type with projectiles, added key-only doors, item drop from killed npc, working on parsing levels into xlm format. And for those who do not believe that this is a 3D game, here I have loaded 3D model from Quake 1, but still I want it to be more like DOOM and so I use billboards.
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I guess I'm very close to completing my DOOM clone. Curiously enough, I haven't even used any raycasting (at all), as even the line of sight between player and npc can be found using BSP Tree. Anyway, the main things are almost all implemented, but there is work to be done on refactoring and catching bugs.
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I continue to develop my DOOM clone from scratch (using Python and Raylib). And at the moment, the engine implements collisions with walls, frustum culling, HUD, sounds, decorations, items and doors (and interaction with them). Performance is in the range of 1500 - 2000 fps. I think I'm already close to completion and all that remains is to implement weapons and enemies (AI and pathfinding)
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At the moment, using Binary Space Partitioning I have created a graphics engine similar to DOOM. The level geometry is defined by segments (walls) and sectors (floors and ceilings), and all geometry is defined in text form for now. Rendering is done through Raylib library (Python bindings), and for this level the performance is about 2000 fps. There is still a lot to do and someday I will make a big tutorial on BSP (like creating DOOM from scratch)
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Which would you prefer? I'm planning to make a Tutorial on Binary Space Partitioning (level parsing, BSP tree creation, traversal) similar to DOOM. And would like to know what kind of rendering would you be more interested in? Software or Hardware?
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I have tried several Physics Engines (Python wrappers) and used them with my OpenGL renderer. The results are quite different, but the best I could achieve is 2500 (at 60 fps) simultaneously colliding box-like objects (in single thread cpu mode). I don't know how decent this result is. But anyway I'll share about it in the next video.
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In the following video I would like to talk about Natural Numbers and show an unusual way to visualize them in 3D space 🌌👀
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It's not raycasting, it's OpenGL. I'm almost done developing an engine for a Wolfenstein 3D style shooter. Implemented: creating levels with the Tiled editor, weapons, items, doors, HUD, fog, ambient occlussion, enemies. What about performance? In this scene, at 1600x900 I get about 1000fps on AMD Ryzen7 and integrated Vega8. And this is all in pure Python without JIT
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Millions of Voxels at hundreds of FPS in Python. Tutorial on Voxel engine (like Minecraft) in Pygame and modern OpenGL is coming soon!
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Let's have some fun using Python for graphics, game development and research!
All content on the channel is created for educational and experimental purposes in order to possibly expand the scope of Python.
Why Python? Since Python is very similar to pseudocode, think of all projects on the channel as prototypes that you can easily rewrite into your favorite programming language.