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(+1)

I REALLY love the way this is rendered, it's really fascinating to me and has a really cool perspective, and I noticed your rendering method has vertical perspective too rather than a flatter perspective achieved by Y-shearing in other 3D engines.

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Thank you! It's not exactly great for performance, but kind of a neat little experiment. :)

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Actually performs pretty well for me!

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is there a chance you could tell me about how you got this effect or shader going in your Proof of Concept? or maybe its name if it already has one?

(+2)

The rendering method is Ray Casting, but the effect is custom and doesn't have a name that I know of.

I'm shooting a ray out from every pixel in the viewport and doing hit detection on a grid of cubes. Then depending on the coordinates hit on a cube, I map those to 2D textures (wall, ceiling, floor) to determine the color of each pixel. I also darken the color the further it is from the player to give a sense of depth.

The grainy/static effect is actually a side effect of a performance improvement. Instead of calculating every pixel every frame, I only do some pixels per frame. This leaves a bit of an afterimage if you move the camera quickly, but I like the way it turned out. :)

(+2)

Thank you! <3

(+1)

is there an exit?

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It's just a proof of concept, so unfortunately there is no exit. Sorry if you spent a lot of time looking for a way out!

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AAAAW

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you should make more backrooms games to play on browser