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Урок 1.
00:12:19
Introduction and Learning Outcomes
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Урок 2.
00:02:59
How to Take this Course
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Урок 3.
00:06:37
An Overview of the Raycasting Algorithm
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Урок 4.
00:07:10
Raycasting or Raytracing?
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Урок 5.
00:03:11
Raycasting Limitations
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Урок 6.
00:11:27
A Review of Degrees and Radians
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Урок 7.
00:16:44
A Review of Sine Cosine and Tangent
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Урок 8.
00:07:55
Defining the 2D Map Grid
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Урок 9.
00:16:54
Coding the Map Class
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Урок 10.
00:06:33
Player Movement
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Урок 11.
00:23:13
Coding the Player Movement
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Урок 12.
00:10:18
Coding the Map Collision
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Урок 13.
00:08:18
Defining the Field of View
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Урок 14.
00:16:32
Coding the Field of View Ray Increments
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Урок 15.
00:07:49
Finding Wall Hit
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Урок 16.
00:22:46
Finding Horizontal Intersections
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Урок 17.
00:08:14
Finding Vertical Intersections
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Урок 18.
00:27:18
Coding X-intercept and Y-intercept
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Урок 19.
00:12:10
Coding the Horizontal Wall Intersection
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Урок 20.
00:25:52
Coding the Vertical Intersection
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Урок 21.
00:07:41
Fixing the Intersection Offset Error
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Урок 22.
00:03:47
Orientation as Angles or Vectors?
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Урок 23.
00:06:50
Wall Projection
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Урок 24.
00:12:20
Finding the Wall Strip Height
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Урок 25.
00:06:03
Visualizing the Minimap
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Урок 26.
00:15:24
Coding the Wall Rendering
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Урок 27.
00:13:32
Fixing the Fishbowl Distortion
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Урок 28.
00:05:28
Implementing Wall Shading by Depth
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Урок 29.
00:11:18
Bright/Dark Wall Sides
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Урок 30.
00:12:29
First Steps in C
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Урок 31.
00:13:56
Working with Makefile
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Урок 32.
00:14:46
Installing Visual Studio and SDL on Windows
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Урок 33.
00:22:00
Creating a SDL Window
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Урок 34.
00:12:24
SDL Rendering and Event Polling
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Урок 35.
00:07:14
Rendering SDL Rectangles
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Урок 36.
00:06:32
Game Loop Overview
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Урок 37.
00:09:51
Coding a Fixed Time Step Game Loop
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Урок 38.
00:08:13
SDL Delay
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Урок 39.
00:18:58
Drawing the Map with SDL
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Урок 40.
00:15:24
Player Movement and SDL Events
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Урок 41.
00:03:46
Implementing Wall Collision in C
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Урок 42.
00:10:06
Ray Struct and FOV
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Урок 43.
00:16:32
Translating the Horizontal Intersection to C
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Урок 44.
00:17:07
Translating the Vertical Intersection to C
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Урок 45.
00:09:08
Rendering Rays
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Урок 46.
00:27:48
The Color Buffer
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Урок 47.
00:17:06
Color Buffer Implementation
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Урок 48.
00:05:20
Freeing Allocated Resources
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Урок 49.
00:17:38
Creating the Wall Projection
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Урок 50.
00:01:08
Exercise: Ceiling & Floor Solid Colors
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Урок 51.
00:02:02
Ceiling & Floor Solid Color Implementation
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Урок 52.
00:11:11
Representing Textures
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Урок 53.
00:08:12
Creating a Texture Programmatically
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Урок 54.
00:07:26
Mapping Textures to Wall
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Урок 55.
00:20:25
Implementing Wall Texturing
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Урок 56.
00:07:26
Multiple Textures
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Урок 57.
00:14:53
Multiple Texture Code
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Урок 58.
00:06:57
Fixed Size Data Types
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Урок 59.
00:02:55
Using Fixed Size Integer Types
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Урок 60.
00:11:57
Libraries to Decode PNG Files
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Урок 61.
00:35:26
Loading External PNG Files
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Урок 62.
00:05:31
Activity: Field of View Distortion
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Урок 63.
00:11:53
Understanding the Angle Increment Distortion
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Урок 64.
00:08:12
Coding the Angle Increment Distortion Fix
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Урок 65.
00:28:28
Full Screen Window
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Урок 66.
00:36:22
Refactoring the Graphics File
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Урок 67.
00:02:49
Drawing Filled Rectangles
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Урок 68.
00:20:24
Refactoring the Map File
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Урок 69.
00:19:43
Refactoring the Ray and Player File
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Урок 70.
00:15:18
The Line Equation
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Урок 71.
00:22:25
Rasterizing Lines
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Урок 72.
00:05:05
Coding the DDA Line Algorithm
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Урок 73.
00:10:20
Refactoring the Wall Projection File
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Урок 74.
00:07:11
Creating a Type Definition for Color Values
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Урок 75.
00:04:53
Sending Parameters by Reference
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Урок 76.
00:06:42
Refactoring the Ray-Facing Code
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Урок 77.
00:07:46
Wall Texture Color Intensity
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Урок 78.
00:05:52
Coding the Texture Color Intensity
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Урок 79.
00:06:17
Raycasting Sprites
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Урок 80.
00:04:07
Sprite Type Definition
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Урок 81.
00:24:57
Coding the Sprite Typedef
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Урок 82.
00:05:01
Rendering Sprites in the Minimap
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Урок 83.
00:05:02
Identifying Visible Sprites
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Урок 84.
00:08:40
Coding the Visible Sprites
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Урок 85.
00:06:21
Finding the Sprite Distance
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Урок 86.
00:04:51
Normalizing Player Rotation Angle
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Урок 87.
00:12:48
Calculating the Sprite Projection Height
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Урок 88.
00:04:15
Calculating the Sprite X Position
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Урок 89.
00:09:10
Sprite Rectangle Position in the Screen
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Урок 90.
00:16:44
Displaying Textured Sprites
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Урок 91.
00:02:27
Activity: Sorting Sprites
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Урок 92.
00:04:38
Sorting Sprites by Distance
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Урок 93.
00:06:12
Sprites Behind Walls
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Урок 94.
00:03:30
Fixing the Sprite Fishbowl Distortion
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Урок 95.
00:06:28
Concluding our Raycasting Implementation
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Урок 96.
00:10:13
Notes on Look-up Tables