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Basic Attributes
Vinicius Reif Biavatti edited this page Oct 4, 2019
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The first thing to do is define some attributes that will be used to create the projection. The table below list the attributes used for this tutorial:
| Attribute | Description | Value |
|---|---|---|
| Screen width | The width of the screen | 640 |
| Screen height | The height of the screen | 480 |
| Screen half width | The screen width divided by 2 | Screen width / 2 |
| Screen half height | The screen height divided by 2 | Screen height / 2 |
| Player FOV | The field of view of the player. Normally, the value for games is 60. (In real case, humans have a FOV of 90 but this is not pretty good for 2D screens) | 60 |
| Player Half FOV | The FOV divided by 2 | |
| Player X | The x coordinate of the player | 2 |
| Player Y | The y coordinate of the player | 2 |
| Player angle | The angle for the player view direction | 90 |
| RayCasting increment angle | The value to increment for each ray in relation of the screen width | Player FOV / Screen width |
| RayCasting precision | The amout of every ray position to check the wall (higher the value, more iterations) for each ray | 64 is a good value |
| Map | The integer matrix to be the map | (Check the code for the value) |
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