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Python retro basic 3d Wolfenstein textured walls raycaster game engine using DDA to optimize/reduce ray casting steps.

License: MIT License

Python 100.00%
3d dda-algorithm doom engine game game-engine gamedev pygame python raycaster raycasting retro retrogaming wolfenstein-3d

3draycaster's Introduction

More open source repos coming soon, well depending on music mood !

3draycaster's People

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3draycaster's Issues

Surface blitting with alpha or color key too slow using pygame

I wasn't expecting this to be honest but simply adding a shotgun png with transparency is tanking the fps.

The bigger the sprite the bigger the impact. Normal sprites don't suffer.

Using color keys instead of alpha is around 20 percent faster, but still not good enough.

So this is an issue that requires enhancement.

  • Either use the experimental .sdl2 extension of pygame
  • or just use Pyglet instead directly

Wall scaling crashes application randomly sometimes

in some situations we get runtime error:

"pygame.error: Size too large for scaling"

maybe when walking backwards? i didn't manage to recreate it consistently, but it happens when u are close to a wall.

on line 342 in main.python: (line number as of this post)

wall_slice_surface = pygame.transform.scale(wall_slice_surface, (2, slice_height))

Sprite rendering sort ordering sometimes doesn't work

Image

The tiny guy on the right is actually behind the wall

Only appears on certain viewing angles it seems

Additionally in certain viewing angles sprites disappear from plain view also (probably a different section of code causing this in the initial sprite screen projection calculation)

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