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Pikuma - Raycasting Engine Programming with Source Code

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Title: PikumaGroup: NOGRP
Info Hash
FD9CB2CB6AE09305F68193F8969E15134ED9152A
Source
Unverified
Total Size
3.65 GB
Total Files
98
Seeders
4
Leechers
0
Health
4.00
Score
8
Type
Other

File List

FileSize
62. Activity Field of View Distortion.mp410.84 MB
27. Fixing the Fishbowl Distortion.mp477.73 MB
53. Creating a Texture Programmatically.mp413.96 MB
82. Rendering Sprites in the Minimap.mp413.03 MB
84. Coding the Visible Sprites.mp427.6 MB
31. Working with Makefile.mp419.22 MB
91. Activity Sorting Sprites.mp46.4 MB
57. Multiple Texture Code.mp434.32 MB
70. The Line Equation.mp452.48 MB
38. SDL Delay.mp442.99 MB
20. Coding the Vertical Intersection.mp474.29 MB
51. Ceiling & Floor Solid Color Implementation.mp46.09 MB
12. Coding the Map Collision.mp441.96 MB
71. Rasterizing Lines.mp480.4 MB
96. Notes on Look-up Tables.mp468.65 MB
11. Coding the Player Movement.mp459.03 MB
50. Exercise Ceiling & Floor Solid Colors.mp44.47 MB
67. Drawing Filled Rectangles.mp44.47 MB
25. Visualizing the Minimap.mp424.29 MB
19. Coding the Horizontal Wall Intersection.mp439.16 MB
44. Translating the Vertical Intersection to C.mp435.58 MB
03. An Overview of the Raycasting Algorithm.mp440.66 MB
05. Raycasting Limitations.mp423.05 MB
78. Coding the Texture Color Intensity.mp415 MB
81. Coding the Sprite Typedef.mp463 MB
95. Concluding our Raycasting Implementation.mp424.12 MB
72. Coding the DDA Line Algorithm.mp410.01 MB
66. Refactoring the Graphics File.mp472.75 MB
35. Rendering SDL Rectangles.mp418.68 MB
80. Sprite Type Definition.mp426.2 MB
88. Calculating the Sprite X Position.mp423.45 MB
94. Fixing the Sprite Fishbowl Distortion.mp414.46 MB
43. Translating the Horizontal Intersection to C.mp428.37 MB
76. Refactoring the Ray-Facing Code.mp415.63 MB
69. Refactoring the Ray and Player File.mp435.75 MB
26. Coding the Wall Rendering.mp465.35 MB
29. BrightDark Wall Sides.mp427.75 MB
21. Fixing the Intersection Offset Error.mp431.41 MB
06. A Review of Degrees and Radians.mp473.95 MB
85. Finding the Sprite Distance.mp417.27 MB
17. Finding Vertical Intersections.mp455.67 MB
54. Mapping Textures to Wall.mp467.45 MB
58. Fixed Size Data Types.mp423.8 MB
13. Defining the Field of View.mp475.61 MB
42. Ray Struct and FOV.mp424.21 MB
30. First Steps in C.mp443.5 MB
Raycasting Programming with C.txt2.82 KB
code.zip8.68 MB
28. Implementing Wall Shading by Depth.mp423.33 MB
45. Rendering Rays.mp417.35 MB
16. Finding Horizontal Intersections.mp4143.66 MB
49. Creating the Wall Projection.mp439.69 MB
33. Creating a SDL Window.mp436.98 MB
01. Introduction and Learning Outcomes.mp491.95 MB
14. Coding the Field of View Ray Increments.mp467.57 MB
61. Loading External PNG Files.mp459.05 MB
93. Sprites Behind Walls.mp435.66 MB
56. Multiple Textures.mp434.05 MB
41. Implementing Wall Collision in C.mp46.15 MB
07. A Review of Sine Cosine and Tangent.mp4112.24 MB
37. Coding a Fixed Time Step Game Loop.mp418.7 MB
47. Color Buffer Implementation.mp426.44 MB
63. Understanding the Angle Increment Distortion.mp449.9 MB
87. Calculating the Sprite Projection Height.mp450.06 MB
55. Implementing Wall Texturing.mp451.55 MB
23. Wall Projection.mp446.96 MB
68. Refactoring the Map File.mp438.54 MB
46. The Color Buffer.mp4113.43 MB
04. Raycasting or Raytracing.mp453.58 MB
08. Defining the 2D Map Grid.mp446.05 MB
32. Installing Visual Studio and SDL on Windows.mp430.2 MB
18. Coding X-intercept and Y-intercept.mp487.64 MB
86. Normalizing Player Rotation Angle.mp419.99 MB
92. Sorting Sprites by Distance.mp422.4 MB
77. Wall Texture Color Intensity.mp428.22 MB
52. Representing Textures.mp446.53 MB
79. Raycasting Sprites.mp442.76 MB
75. Sending Parameters by Reference.mp47.17 MB
83. Identifying Visible Sprites.mp425.8 MB
39. Drawing the Map with SDL.mp431.8 MB
09. Coding the Map Class.mp459.17 MB
60. Libraries to Decode PNG Files.mp423.14 MB
22. Orientation as Angles or Vectors.mp431.49 MB
74. Creating a Type Definition for Color Values.mp410.27 MB
24. Finding the Wall Strip Height.mp473.89 MB
36. Game Loop Overview.mp426.62 MB
15. Finding Wall Hit.mp455.04 MB
40. Player Movement and SDL Events.mp428.43 MB
48. Freeing Allocated Resources.mp48.58 MB
90. Displaying Textured Sprites.mp457.6 MB
34. SDL Rendering and Event Polling.mp423.75 MB
64. Coding the Angle Increment Distortion Fix.mp415.78 MB
59. Using Fixed Size Integer Types.mp45.11 MB
10. Player Movement.mp441.59 MB
02. How to Take this Course.mp44.32 MB
73. Refactoring the Wall Projection File.mp420.41 MB
65. Full Screen Window.mp455.15 MB
89. Sprite Rectangle Position in the Screen.mp432.48 MB

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