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