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Pikuma - Raycasting Engine Programming 2023-8
- Date: 2026-06-25
- Size: 3.7 GB
- Files: 99
File Name
Size
16. Finding Horizontal Intersections.mp4
144 MB
02. How to Take this Course.mp4
4.3 MB
03. An Overview of the Raycasting Algorithm.mp4
41 MB
04. Raycasting or Raytracing.mp4
54 MB
05. Raycasting Limitations.mp4
23 MB
06. A Review of Degrees and Radians.mp4
74 MB
07. A Review of Sine Cosine and Tangent.mp4
112 MB
08. Defining the 2D Map Grid.mp4
46 MB
09. Coding the Map Class.mp4
59 MB
10. Player Movement.mp4
42 MB
11. Coding the Player Movement.mp4
59 MB
12. Coding the Map Collision.mp4
42 MB
13. Defining the Field of View.mp4
76 MB
14. Coding the Field of View Ray Increments.mp4
68 MB
15. Finding Wall Hit.mp4
55 MB
01. Introduction and Learning Outcomes.mp4
92 MB
17. Finding Vertical Intersections.mp4
56 MB
18. Coding X-intercept and Y-intercept.mp4
88 MB
19. Coding the Horizontal Wall Intersection.mp4
39 MB
20. Coding the Vertical Intersection.mp4
74 MB
21. Fixing the Intersection Offset Error.mp4
31 MB
22. Orientation as Angles or Vectors.mp4
32 MB
23. Wall Projection.mp4
47 MB
24. Finding the Wall Strip Height.mp4
74 MB
25. Visualizing the Minimap.mp4
24 MB
26. Coding the Wall Rendering.mp4
65 MB
27. Fixing the Fishbowl Distortion.mp4
78 MB
28. Implementing Wall Shading by Depth.mp4
23 MB
29. BrightDark Wall Sides.mp4
28 MB
30. First Steps in C.mp4
44 MB
31. Working with Makefile.mp4
19 MB
32. Installing Visual Studio and SDL on Windows.mp4
30 MB
33. Creating a SDL Window.mp4
37 MB
34. SDL Rendering and Event Polling.mp4
24 MB
35. Rendering SDL Rectangles.mp4
19 MB
36. Game Loop Overview.mp4
27 MB
37. Coding a Fixed Time Step Game Loop.mp4
19 MB
38. SDL Delay.mp4
43 MB
39. Drawing the Map with SDL.mp4
32 MB
40. Player Movement and SDL Events.mp4
28 MB
41. Implementing Wall Collision in C.mp4
6.1 MB
42. Ray Struct and FOV.mp4
24 MB
43. Translating the Horizontal Intersection to C.mp4
28 MB
44. Translating the Vertical Intersection to C.mp4
36 MB
45. Rendering Rays.mp4
17 MB
46. The Color Buffer.mp4
113 MB
47. Color Buffer Implementation.mp4
26 MB
48. Freeing Allocated Resources.mp4
8.6 MB
49. Creating the Wall Projection.mp4
40 MB
50. Exercise Ceiling & Floor Solid Colors.mp4
4.5 MB
51. Ceiling & Floor Solid Color Implementation.mp4
6.1 MB
52. Representing Textures.mp4
46 MB
53. Creating a Texture Programmatically.mp4
14 MB
54. Mapping Textures to Wall.mp4
67 MB
55. Implementing Wall Texturing.mp4
52 MB
56. Multiple Textures.mp4
34 MB
57. Multiple Texture Code.mp4
34 MB
58. Fixed Size Data Types.mp4
24 MB
59. Using Fixed Size Integer Types.mp4
5.1 MB
60. Libraries to Decode PNG Files.mp4
23 MB
61. Loading External PNG Files.mp4
59 MB
62. Activity Field of View Distortion.mp4
11 MB
63. Understanding the Angle Increment Distortion.mp4
50 MB
64. Coding the Angle Increment Distortion Fix.mp4
16 MB
65. Full Screen Window.mp4
55 MB
66. Refactoring the Graphics File.mp4
73 MB
67. Drawing Filled Rectangles.mp4
4.5 MB
68. Refactoring the Map File.mp4
38 MB
69. Refactoring the Ray and Player File.mp4
36 MB
70. The Line Equation.mp4
52 MB
71. Rasterizing Lines.mp4
80 MB
72. Coding the DDA Line Algorithm.mp4
10 MB
73. Refactoring the Wall Projection File.mp4
20 MB
74. Creating a Type Definition for Color Values.mp4
10 MB
75. Sending Parameters by Reference.mp4
7.2 MB
76. Refactoring the Ray-Facing Code.mp4
16 MB
77. Wall Texture Color Intensity.mp4
28 MB
78. Coding the Texture Color Intensity.mp4
15 MB
79. Raycasting Sprites.mp4
43 MB
80. Sprite Type Definition.mp4
26 MB
81. Coding the Sprite Typedef.mp4
63 MB
82. Rendering Sprites in the Minimap.mp4
13 MB
83. Identifying Visible Sprites.mp4
26 MB
84. Coding the Visible Sprites.mp4
28 MB
85. Finding the Sprite Distance.mp4
17 MB
86. Normalizing Player Rotation Angle.mp4
20 MB
87. Calculating the Sprite Projection Height.mp4
50 MB
88. Calculating the Sprite X Position.mp4
24 MB
89. Sprite Rectangle Position in the Screen.mp4
32 MB
90. Displaying Textured Sprites.mp4
58 MB
91. Activity Sorting Sprites.mp4
6.4 MB
92. Sorting Sprites by Distance.mp4
22 MB
93. Sprites Behind Walls.mp4
36 MB
94. Fixing the Sprite Fishbowl Distortion.mp4
14 MB
95. Concluding our Raycasting Implementation.mp4
24 MB
96. Notes on Look-up Tables.mp4
69 MB
code.zip
8.7 MB
Raycasting Programming with C.txt
2.8 kB
Readme.txt
114 B