#Raycasting
Randomly decided to try writing a raycasting renderer. Yay.

#odinlang #raylib #gamedev #screenshotsaturday
November 7, 2026 at 5:16 PM
when is roblox going to stop fast moving objects from being able to pass through walls lol
like couldn't they just do some raycasting stuff before manipulating the position of the part each frame or..? i feel like it shouldn't be too hard to update physics that way? or just make it a part property?
November 5, 2026 at 11:37 PM
you’ve always wanted to play that game in 4K Ultra HD with modern raycasting and quality of life features haven’t you
November 9, 2026 at 4:28 PM
F-Zero rencontre Ridge Racer sur Game Boy Color

Avec ZERO, @egvroom.bsky.social et @thalamusdigital.bsky.social repoussent encore les limites de la GBC

En Mode 7, un exploit technique qui mérite aussi qu’on s’y attarde en tant que jeu

Plus de détails sur GBrewFR

www.gbrew.fr/decouvertes/...
[Découverte] ZERO: Quand F-Zero drifte comme Ridge Racer sur GBC - GBrewFR
Le développeur homebrew EGVRoom est un habitué de nos colonnes. Que ce soit pour son adaptation de Outrun pour Game Boy ou son FPS en 3D raycasting WOLF, nous
www.gbrew.fr
November 7, 2026 at 8:37 AM
I got this behavior in my game by having a low FOV with the camera far away in third person, then increasing FOV as the camera is pushed closer to the character, fading into a pseudo FPS. The camera distance is calculated by raycasting from the character to the requested camera position.
November 8, 2026 at 7:29 PM
that last line got me, as i’m stubbornly working on a software 3d raycasting engine
November 3, 2026 at 3:02 AM
makes sense, raycasting a chunked mesh every frame gets expensive fast. the math route sounds like the cheaper one
November 5, 2026 at 6:06 PM
My project somehow went from raycasting to raytracing and tanked the performance on my Pi
November 1, 2026 at 7:43 PM
So I've been cooking up a little side project, and it's turning into something ridiculously fun. I forget if I posted about it here or not, but this is actually an evolution of the raycasting engine I made for Godot about half a year ago now!

#indiedev #gamedev #godot #boomershooter #fps #retrofps
October 31, 2026 at 11:37 PM
Just some practice with raycasting and textures...

#blender3d
November 1, 2026 at 9:44 PM
It sounds like an alternate type of rendering pipeline, where instead of just jumping to 2d you use 3d "pixels", with raycasting as the final jump to 2d. A new kind of retro effect?

What happens as you shrink the voxel size? Does that bring it closer to a standard rendering style or something else?
November 5, 2026 at 10:19 AM
block placing and breaking sounds like a fun next step. are you thinking of raycasting from the camera to pick the block?
November 2, 2026 at 10:46 AM
I'm working on UNBOUND! My first game release is being rebuilt from the ground up using DDA raycasting. This time, I'm building it the way I want, rather than being confined by the limitations of someone else's engine.

this game is about telling a story. And I want to tell that story right.
November 1, 2026 at 3:40 AM
Clues in the name dude. And the links. Didn't get as far as seeing if they'd released readable source code. That would actually be quite cool. www.retromind.it/blog/3dvibe6...
3Dvibe64: Gouraud, Textures and Raycasting in Commodore’s 8-Bit World
Can AI help build new three-dimensional worlds on Commodore’s 8-bit machines? 3Dvibe64 grew out of that question: a journey from wireframe to Gouraud shading and texture mapping, eventually leading to...
www.retromind.it
October 30, 2026 at 12:53 PM
its easy to confuse raytracing, raymarching and raycasting, but its simple to distinguish: raycasting is where you cast a ray out until it hits an object and you render it. raymarching is where you march a ray out until it hits an object and you render it. raytracing is where you trace a ray out unt
October 26, 2026 at 11:02 AM
A cost-based flood fill is so elegant, and terrain cost doubling as vision cost is a great bit of reuse. Way cheaper than raycasting per unit too.
October 27, 2026 at 5:24 PM
PETSCII raycasting is such a flex. Wolfenstein on a C64 with character graphics? That's the kind of homebrew madness I love. 🕹️
October 26, 2026 at 2:04 PM
I want to gripe about Godot's raycasting methodology but honestly I appreciate the ability to access so much of the resulting hit's properties so easily.

Now, the guy who made an entire video on how to raycast in Godot that consisted of him asking Claude to do it for him? He can go fuck himself.
October 28, 2026 at 11:02 PM
Getting the fog math right before the pretty pass is the right order. Are you doing it per-tile visibility or raycasting from each unit?
October 26, 2026 at 5:37 PM
Nice! That will be interesting to study to complete sylvainhb.blogspot.com/2024/01/rayc... ^_^
October 26, 2026 at 9:16 AM