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Introduction and Learning Outcomes
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How to Take this Course
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An Overview of the Raycasting Algorithm
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Raycasting or Raytracing?
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Raycasting Limitations
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A Review of Degrees and Radians
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A Review of Sine Cosine and Tangent
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Defining the 2D Map Grid
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Coding the Map Class
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Player Movement
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Coding the Player Movement
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Coding the Map Collision
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Defining the Field of View
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Coding the Field of View Ray Increments
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Finding Wall Hit
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Finding Horizontal Intersections
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Finding Vertical Intersections
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Coding X-intercept and Y-intercept
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Coding the Horizontal Wall Intersection
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Coding the Vertical Intersection
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Fixing the Intersection Offset Error
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Orientation as Angles or Vectors?
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Wall Projection
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Finding the Wall Strip Height
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Visualizing the Minimap
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Coding the Wall Rendering
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Fixing the Fishbowl Distortion
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Bright/Dark Wall Sides
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First Steps in C
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Working with Makefile
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Installing Visual Studio and SDL on Windows
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Creating a SDL Window
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SDL Rendering and Event Polling
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Rendering SDL Rectangles
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Game Loop Overview
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Coding a Fixed Time Step Game Loop
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SDL Delay
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Drawing the Map with SDL
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Player Movement and SDL Events
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Implementing Wall Collision in C
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Ray Struct and FOV
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Translating the Horizontal Intersection to C
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Translating the Vertical Intersection to C
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Rendering Rays
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The Color Buffer
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Color Buffer Implementation
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Freeing Allocated Resources
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Creating the Wall Projection
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Exercise: Ceiling & Floor Solid Colors
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Ceiling & Floor Solid Color Implementation
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Representing Textures
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Creating a Texture Programmatically
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Mapping Textures to Wall
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Implementing Wall Texturing
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Multiple Textures
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Multiple Texture Code
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Fixed Size Data Types
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Using Fixed Size Integer Types
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Libraries to Decode PNG Files
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Activity: Field of View Distortion
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Understanding the Angle Increment Distortion
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Coding the Angle Increment Distortion Fix
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Full Screen Window
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Refactoring the Graphics File
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Drawing Filled Rectangles
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Refactoring the Map File
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Refactoring the Ray and Player File
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The Line Equation
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Rasterizing Lines
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Coding the DDA Line Algorithm
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Refactoring the Wall Projection File
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Creating a Type Definition for Color Values
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Sending Parameters by Reference
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Refactoring the Ray-Facing Code
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Wall Texture Color Intensity
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Coding the Texture Color Intensity
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Raycasting Sprites
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Sprite Type Definition
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Coding the Sprite Typedef
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Rendering Sprites in the Minimap
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Identifying Visible Sprites
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Coding the Visible Sprites
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Finding the Sprite Distance
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Normalizing Player Rotation Angle
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Calculating the Sprite Projection Height
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Calculating the Sprite X Position
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Sprite Rectangle Position in the Screen
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Displaying Textured Sprites
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Activity: Sorting Sprites
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Sorting Sprites by Distance
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Sprites Behind Walls
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Fixing the Sprite Fishbowl Distortion
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Concluding our Raycasting Implementation
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Notes on Look-up Tables