SuperEngine

Raycasting Logic

We're gonna learn that how this magnificent game engine works ! As you may have guesed , we had to implement the 2D map first as the infrastructure and also 3D Base , the whole concept of turning the 2D map into 3D environment , comes from an interesting algorithm called DDA . In Fact , we transmit rays to the blocks which we assume them as solid or 1 in programming ( The Walls ) and after calculating the exact position of collision , we draw vertical lines that that leads to an illusion like we're really looking at 3D spaces ! ( Which we now know aren't really 3D )

Challenges

The Project was divided into 3 phases that each comprised some important parts of the implementation . The very first phase was like a real mess to me ! It got exacerbated when i realised that i hadn't gotten the required libs installed ! So i can say the worst part was to initiating the whole thing as a newbie , worse that anything else like DDA implementation , creating 2D map , adding modifying option , etc .