Simple Raycaster in C++ using Raylib
Very Simple Raycaster in C++ using Raylib.
Features:
Untextured Walls
Minimap
To add:
Textured Walls
Sprites
Agents
Very Simple Raycaster in C++ using Raylib.
Features:
Untextured Walls
Minimap
To add:
Textured Walls
Sprites
Agents
(Added Agents that follow player to my BFS grid visualizer project)
Breadth First Search Visualizer and Flow Field Agents in C++ using Raylib.
Colors:
White - Player
Blue - Wall
Yellow - Agent
Red/Black - Empty cells closer/further away from Player
Controls:
WASD / Arrow Keys - move Player one cell at a time
Left Mouse Button - Add/Remove Walls (Edit multiple cells by dragging mouse)
Right Mouse Button - drag Player across the grid
R - Reset Grid Walls
SPACE - Spawn Agents
Youtube Showcase (BFS Visualizer only): https://youtu.be/HUkR_JZn_l8
Youtube Showcase (with Agents): https://youtu.be/6JkAM_XfgnI
Github link: https://github.com/vectornotblue/RaylibBFSAlgorithm.git
Breadth First Search (BFS) Algorithm Grid Visualizer in C++ using Raylib.
Cell Colors: White - Player Blue - Wall Red/Black - Empty cells closer/further away from Player
Controls: WASD / Arrow Keys - move Player one cell at a time Left Mouse Button - Add/Remove Walls Right Mouse Button - drag Player across the grid
Youtube Showcase: https://youtu.be/HUkR_JZn_l8
Github link: https://github.com/vectornotblue/RaylibBFSAlgorithm.git
Simulation running at 30fps, 100 balls.
Red lines represent collision checks that are happening between pairs of balls each frame.
Collision handling implemented by following Chad Berchek's "2-Dimensional Elastic Collisions without Trigonometry" solution.
With Sweep and Prune (SAP) algorithm collision checks per frame dropped from 4950 to around 200.
Project Github: https://github.com/vectornotblue/CollisionDetectionSimulationRaylib.git
Youtube video: https://www.youtube.com/watch?v=2ssbzJ6lYqU