Is this "hello world" program of yours interdimensional portal program to transport yourself outside of bounds of our time and space?? My mind is blown!!..
Your videos are a godsend for a fledgling games programmer who want's to understand the bigger picture and not just leverage what engines give you. Thanks so much, excellent indeed!
Dude, you are RIDICULOUS! By far the best RUclips channel I've seen. Thanks for doing this for us hobbyist-type programmers. Your work is very much appreciated!
"So you can see, it doesn't look that great" - are you kidding me? This looks awesome. I would play the hell out of a fleshed out game with this aesthetic!
Really enjoyed this! I'm a second year Computer Science student at University right now. This amount of explanation was perfect for someone at my experience level.
I absolutely loved this. Elegant and wonderful solution, and goes a long way to demystifying some concepts that are very confusing for younger coders who are excited about game programming. I will absolutely share this with my students. What a great resource :) Thank you!
@@javidx9 Hi. My friend send me this video link . I subscribed your channel to learn from you. I love programming and am excited to have knowledge about programming. What IDE you used for coding?
@@javidx9 I enjoyed your video, but I found a few minor issues with your approach. (1) Your logic is a ray-marcher, not a ray-tracer. Ray-marchers excel at very irregular shapes; ray-tracers are for regular shapes, like cubes and grids. That leaves a lot of room for expansion, e.g. columns which are really round rather than a fixed number of polygons. However, for the scope of this grid renderer, it's overkill. Criticism is easy, but improvement is hard. So I'd propose to compute how many times the vector has to be applied until it hits a grid line (not necessarily a wall), and then apply constant increments until it hits a wall. For example, if the ray vector is (0.8, 0.6), it would hit the next x grid line after another 1/0.8 = 1.25 vectors and the next y grid line after 1.666... vectors (nice decimals for an engine of a DOOM clone, don't you think???). The other coordinate is the index needed for the collision check in the map matrix. These tests could be run either concurrently (keep two running values and update the one that's closer) or separately (compute one, then check the other direction for accidental clipping, e.g. if you missed a corner). Actually, scratch the last bit; just do the one with the smaller increment, and if you hit something, check if the other direction hit something _just_ before that last increment. If you use the smaller increment, the index changes by one if at all, and there's no risk to miss anything in between. In any case, the grid lines are where the walls are, so two lines (or two columns) can cause a hit. (2) You had both an "emergency exit" based on depth (fDistanceToWall) and one based on x and y coordinates, and then a third one by putting #'s at all borders. That's overkill. You could use x and y coordinates alone; when a ray leaves the map, it won't come back. Or maybe only use the depth check if you want to render outside views of the map. (3) You can interpolate the vectors linearly from left to right edge; that avoids the "fish-eye" effect as seen at 23:02, which would be more pronounced in a graphics mode. Fewer sin/cos computations should result in a minor but measurable speed-up. (4) To detect the edges, I'd fill an array of "x , y , type" entries before drawing. x and y would be the respective coordinates of the feature detected, and type would be WallX, WallY, or null. I'd populate that array and then scan adjacent entries for differences. If two adjacent entries are different (e.g. different coordinates, as it happens from one segment of wall to the next, or different types of wall, as it happens at a corner), AND neither is null, I'd set the type of both to null. WallX and WallY would be drawn like you did, and null would be the variant with a black "wall" segment, i.e. nShade = ' '. That would eliminate the inner loop (the one that's run 3x3 times per column) and result in higher FPS. As an added bonus, the boundary is always 2 pixels wide, not sometimes 2 and sometimes 3. With REAL graphics, I'd use a different approach: compute the exact (x,y) coordinates of the hit (btw: one of them is an integer), and then compute the distance to the point where x and y are rounded to integers. That distance could then be used to shade the wall; if it's zero, black, if it's >=delta (a value around 0.02 should look OK), default brightness (modified by other factors like distance), and if it's
19:17 I love it when he turns to the camera all of a sudden, explain and get back to work again. He is like "We'll need to do the same thing" and I cannot do anything but giving him a thumbs up because I have no idea about such coding yet it is fun to watch ahah
37:00 i have noticed a little problem. the world is rendered in mirror image. if you turn right in the game and walk foreward, the map shows that you have turned left and walked foreward. i fixed it by changing this line 199 (line 257 in github) into screen[(ny + 1) * nScreenWidth + nx] = map[ny * nMapWidth + (nMapWidth - nx - 1)]; and line 202 (line 259 in github) into screen[((int)fPlayerY + 1) * nScreenWidth + (int)(nMapWidth - fPlayerX)] = 'P'; these changes mirror the map and they mirror the player's position on the map and thus everything works correct. btw it was a helpfull and great video
You are correct Damian, I think this may have been addressed elsewhere in these comments. A little mistake (out of many) on my part. I'm pleased you enjoyed the video!
You didn't fix anything. Your solution just mirrors the map, which is incorrect. All you need to do is replace cosf to sinf and sinf to cosf everywhere like so: playerX += cosf(playerAngle) * 5.0f * elapsedTimeCount; playerY += sinf(playerAngle) * 5.0f * elapsedTimeCount; if (map[(int)playerY * mapWidth + (int)playerX] == '#') { playerX -= cosf(playerAngle) * 5.0f * elapsedTimeCount; playerY -= sinf(playerAngle) * 5.0f * elapsedTimeCount; } It will render everything according to map.
This is great work; I've been involved with software for around 20 years+, yet I still found your videos informative, inspiring, and mathematically thought provoking. I've been wrestling with the physics of racing for some time (having developed 3 crude simulations), your videos have just helped me develop some of these ideas. Would love a catchup over Skype sometime! Regards,
Hi Jamie, glad I could help! I'd love to make a really nitty gritty top-down 2D racing simulation game. I've some algorithms I would like to show this year about racing AI, but the list of things to make vids about never gets shorter :D I checked your Monaco GP vids - nice work! I don't skype, but you're more than welcome to come and chat on the Discord server, it supports DMs too if shouting in public ain't your thing - Jx9
I’m so glad I found this video. I’ve been doing C++ for quite some time now and I always wondered how to do some of the things explained so nicely in this video! Subscribed and liked!:)
I wish one day I can explain myself as clearly and skillfully as you do. One of the best youtubers I've seen, and the best programming teacher too. You should totally write a book!
I don't study English well so it's a bit difficult for me to understand, but after listening to it a few times, I realize that you teach really clearly and easily!!! Much respecttt!!!
For anyone who is strugling with not appearing wall after shading floor, just take a look at condition if(y < nCeiling) at time 24:20 it will be changed to y
Is that what it was?! I toyed around for about 10 minutes trying to figure that out. Noticed that change, made it, messed around some more, then it finally worked. I must have messed something else up in the mean time for that not to fix my problem. Also there were a couple missing includes: #include // for vector #include // for sort
Really?!? I simply changed nShade to nWallShade to shade wall and nFloorShade to shade floor and also got it to work. I figured it was nShade value confusion. 🤦♂️ still works! But your fix was way easier than my fix. You simply found the missing equal sign. I added in an entire extra variable.
Thoroughly enjoyed it :) ! Thanks much for posting this great video... best part I like about it is the gradual progression/improvement you show (rather than showing off the final version of the game at the get go). And for anyone trying this out along side the video : kindly note that the sin and cosine are mixed up (this can be identified by thinking about where the origin is and where the X and Y axis are). Once you fix that, all the inversions/mirror image issues get sorted out. Also one thing I changed is to use unicode characters →, ←, ↑, ↓ - instead of just a 'P' for the player (this helps with orientation).
I'd just like to say thanks again for this. As a project for myself, I translated this program to Python a couple of years ago. It taught me a great deal. I plan to go through this video with my son, who is starting to learn C++ for his degree program. You're an inspiration.
When using std chrono for timing something like this, use steady_clock instead of system_clock. That way the user changing the date doesn't mess things up. From experience..
Love the random "clunking" around... Dropping stuff etc. Beautiful. Excellent video. You're a saint 😇 for putting this stuff together. Very useful. Thanks for posting.
Fantastic video my man! You explained everything perfectly and I followed it to the end, I have no previous experience in graphics programming but this all made sense to me.
The hit detection and float values are a little too slow for the gba but i'm making progress. You might like to watch my latest video where I built a computer program it with toggle switches in machine code!
I got it working! It's heavily optimized with no float values and DDA detection. The hit detection is fast but misses the corners. I also have a texture problems caused by the GBA mode 4 drawing two pixels at once. This is what I have so far ruclips.net/video/lMAlYIB7UzE/видео.html
Your content is so informative, challenging and inspiring. Thanks for all your hard work and keep them coming! If you are ever in Tucson, Arizona, I'll get you some authentic chile con carne on me!
Amazing video! When I was a kid in elementary school in the 1980s I loved the game "The Bard's Tale" but was frustrated that you could only turn by 90-degree increments and move by unit steps. I imagined coding up an engine like this to allow smooth movement and rotation, and asked my elementary school teacher to teach me trigonometry, because I knew it was required to do the geometry required for the 3D effect. Alas, my teacher said she didn't know trig.... How I wish I had access to this video back then! It's exactly what I had imagined doing myself on my Commodore 64, back in the pre-Wolfenstein days. I agree with you -- would be neat to see if this engine could perform fast enough on old hardware like that to be playable. Anyway, thanks for your videos and your clear instruction style.
I love these. I'm going through every single code-it-yourself video and really enjoy figuring out ways to optimise and add new features to the projects. Such a blast :D thank you
I've been looking for a video like this for so long! Thank you so much!! This explained and pointed out a good number of concepts that I was interested in.
Thanks for taking the time to put this together! I learned a lot seeing this style of PFS rendering on such a low level as ascii. Very informative. Will let you know if I manage to get something like this working for myself!
SAme here bro. Fuck programming. It's hard. Might as well learn to cook food and learn how to dance like Michael Jackson. My wife and son might be even be pleased.
Iess exactly. It was difficult then because of the lack of how-to but still possible. I remember the tables of Turbo C/C++, good ol days.....now i feel old.
I'm 20 years old CS student, I've always had good grades but never have been that much interested in games or computers :D. This video tho, poked something. I love it, you have put a lot of attention and time and surprisingly for me it is probably the best video I have watched.
Around 10:40, since you're already calculating the sine and cosine of your angle to make the unit vector you might as well use simple trigonometry to get your distance to the wall. I would be something like (not actual code but you get the idea) distanceToWall = abs(playerX-wallX)/cos(angleBetweenRayAndVerticalAxis); //For horizontal (angle between -45° and +45° to the horizontal axis) rays or distanceToWall = abs(playerY-wallY)/cos(angleBetweenRayAndHorizontalAxis); //For vertical rays
Hi Ura I see what you are saying, bu the problem is I dont know where wallX and wallY are, unless I compute this for every possible wall and then sort them somehow. Also, wallX is not a single value for any given wall in this case. An alternative approach which is kind of similar to what you are suggesting is horizontal wall following, where you identify the wall on the left of the FOV, and then follow the geometry around until you fall of the right FOV. This way you can calculate the distances you need algorithmically, but you need to partition space in fun ways to make this optimal.
Please correct me if I'm wrong, but I think the angle rotation direction at both casting the rays and turning the player is not correct. As the player angle increases (17:25 lines 56-60), the player turns counter-clockwise, and when the screen is rendered from left to right (9:18 line 53), the apparent direction is clockwise instead. However; as the rays are projected with increasing angle (9:18 line 56), it is calculating the map counter-clockwise, thus canceling out the error, but leaving turning the player into visually correct direction. The map and the player view don't agree, as seen in for example at 37:08 where the player passes the walls from the left side, but on the map the P passes the #'s from the right side - and that was the thing that caught my attention.
Hi Matti, you are kind of right. I believe the map is actually either rotated 90 degrees or reflected in x=y, from the player, and as you say, it all cancels itself out. Primarily, this is because I use sin and cos, instead of cos and sin :D So yes there is a discrepancy in there. But that's incredible attention to detail you have - thanks for highlighting it!
This is a more geometrically correct way of finding the size of the ceiling and makes the depth seem more realistic: int nCeiling = ((float)nScreenHeight - (float)nScreenHeight / fDistanceToWall) / 2.0;
:D It's funny, I do have something in the pipeline for this project. Speaking of tetris, your video has inspired me to try a tetris with the smallest memory footprint I can get - basically I'm reducing it all to bitwise ops and karnaugh maps. It's proving to be a great example of information theory, as I compress the tetromino data, naturally, the program expands. Too early for a video yet though.
javidx9 The program expands with C, but in a language with bit access it should be under 1k, and monochrome video memory can be the game memory. I did port a bit access Tetris fully this time, but it was too large. The complete C rewrite used little program memory and huge RAM :D the game memory is ASCII like yours, and the mono video memory is extra, such as with your PC, there's probably some huge video RAM busy representing your ASCII on a hi res monitor :D
You are awesome !! Being a noob, I have never done this before and will give it a try. If I am successful, it would be the coolest thing I have ever coded. Thanks man for a great challenge!
Thanks for the video. By simplifying the graphics part one can abstract better the representation system, so understanding concepts is easier. Great work!
Refreshed my math which I haven't used for ages. Thanks a lot! You're doing a great job! Hope you won't stop on this and we'll create a console version of Skyrim)
genius work javidx9! this actually inspired me to set myself my own challenge to try and do raycasting in javascript using the html5 canvas. i suppose drawing on canvas some fixed-sized rectangles and shading them appropriately with respect to the length of the ray would suffice.
At 34:30, shouldn't it have resulted in an error when you made the third edge to be also returned instead of the first two? The inner 'for' loop only adds 2 pairs of members to the vector, as it runs twice, and you call for the third pair which there shouldn't be. For me it does result in an 'out of range' error, and I am very curious about that. I am only starting out with programming and unfamiliar utilities are very confusing at first, but your videos, nevertheless, are very insightful and interesting to watch!
Thanks Laamb, thats really kind of you to say! I had a quick glance at the code, and the inner loop is wrapped in an outer loop which also runs twice, thus adding 4 pairs to vector (i.e it finds all corners)
If this guy can create a prototype of FPS game in a terminal, I can succeed in creating my textual adventure game in terminal, actually in development.
@@theali8oras274 Well, for the moment, it's still in development and I'm focusing on core functionalities (command prompt, menus, inventory, moving from a zone to another, quests system, etc...) but I'm willing to distribute my game under GPL license, so I could tell you when it will enter in Beta phases, which won't be for now... ;)
When finding the corners, you could use the dist to integer of x,y instead. The corners are integers, so if the place where the ray hit is close to a corner, x and y should be close to a integer too. (x,y is the location the ray hit) the ray hit at x,y Tolerance is the radius of the circle around the corner. When inside this circle, you hit the corner. DistX=min(x - floor(x),ceiling(x) - x) DistY=min(y - floor(y),ceiling(y) - y) If DistX
3:30 "... cause i don't want this video to be half an hour". No. Actually, it's 38 minutes... :) Anyway. GREAT tutorial. :) I am trying to code this on a C64.
6502 assembly is quite limited, too. No sin, no cos, no sqrt in hardware, no FPU at all, heck, not even an integer MUL command! 6502 is basically "Library or f### off" ! At least the CPU is faster than the clock would indicate; 3Dungeon crawl in text should be doable on C64. And by now there's probably a decent C even for C64. If there's not, there should at least be a free one for PC with C64 output.
A command-line based 3D renderer is probably the only 3D renderer I'll actually be able to figure out how to make from scratch in the next 30 years. And it'll probably still take forever.
Old video but pretty much all still works! Just had to add some extra libraries because they must have moved stuff around in the files since this was released! I've wanted to work on a roguelike ascii style game since I was 20 and I'm now in my 40's. I think I'll use this to learn C++ and try to make my own little roguelike engine/game!
-So... Which game engine do you use?
-It's complicated.
Zsh
"Where we're going, we won't need engines."
This is a basic engine
@@clamato2010 no, it's a c++ engine
@@noahnolte7288 ha ha ha ha ha *slow clap*
me: today i force command line to say hello world
this guy:
MrRollerTwister „Easy“ „fast“
Is this "hello world" program of yours interdimensional portal program to transport yourself outside of bounds of our time and space??
My mind is blown!!..
echo "hello world"
* computer crashes *
Ah yes. Enslaved command line
@@technoguyx ah , i see you're a man of culture as well
Finally, a game my shitty laptop can run
LMAO
Are you sure? The minimum spec is 2 kb of memory, so I can’t run it...
Hold in there!
Its rough
It can always run doom
Annything can run doom
You're the Bob Ross of game programming
Underrated comment of 2020
@@Jack3G decision trees or random forests?
Nah, this guy is great, but nobody in gamedev has a calmer, or warmer voice than TheBennyBox.
bracil poha
@@Jack3G yes
The new Doom Eternal Gameplay trailer looks dope.
demise ephemeral XD
In 2020, we're using ZOOM Eternal.
Just killed the boss, what to do next???
@@achtsekundenfurz7876 It's 2021 and the one you killed wasn't the final boss....
@@aumbhatt5339
Bad news, working at Fakebook now.
Good news, Zuck is definitely the final boss!
@@achtsekundenfurz7876 lol😆
Your videos are a godsend for a fledgling games programmer who want's to understand the bigger picture and not just leverage what engines give you. Thanks so much, excellent indeed!
Hi David, Thanks for your kind words! I'm pleased you're finding the videos useful!
Yeah, everything starts to make more sense when you understand what happens behind-the-scenes.
javidx9 yeah thanks i really hate unity so this is helpful
@@javidx9 Is this how actual engines are made or you are using hacks? Don't get me wrong, I enjoyed this video very much; Just curious though!
@@_tzman Not exactly like this, though somewhat like it, take a look at his channel because he has tutorials on how to make a 3d game engine.
This is such an interesting approach of teaching game engine logic.
I love it, subscribed.
Hey thanks buddy!
Dude, you are RIDICULOUS! By far the best RUclips channel I've seen. Thanks for doing this for us hobbyist-type programmers. Your work is very much appreciated!
"So you can see, it doesn't look that great" - are you kidding me? This looks awesome. I would play the hell out of a fleshed out game with this aesthetic!
Pencil whipped ain't far from it. Very surreal
Thank you so much for making this video. I love how you explain everything and how simple you made this.
Thanks 3DSage, no problem!
Well if it isnt the main man himself
nah man I still didn't understand
Really enjoyed this! I'm a second year Computer Science student at University right now. This amount of explanation was perfect for someone at my experience level.
Thats really cool to hear Rosco, thanks man!
Sometimes I mean “rarely” RUclips recommendations churns out gold content.. I am glad I found this ..subscribed
I feel like a magician just revealed his best magic trick. This is awesome.
I absolutely loved this. Elegant and wonderful solution, and goes a long way to demystifying some concepts that are very confusing for younger coders who are excited about game programming. I will absolutely share this with my students.
What a great resource :) Thank you!
Hey thanks! In one comment you've summed up what Im trying to do with all these videos. Very much appreciated!
@@javidx9 Hi. My friend send me this video link . I subscribed your channel to learn from you. I love programming and am excited to have knowledge about programming.
What IDE you used for coding?
Ghulam Farid Visual Studio. You can get the newest community version for free on Microsoft’s website
@@ghulamfariddev He is using Visual Studio
Came for simple ASCII tutorial... Left with a revision of Vectors :D Great video!
Thanks Deadlock! Never stop learning!
@@javidx9 I enjoyed your video, but I found a few minor issues with your approach.
(1) Your logic is a ray-marcher, not a ray-tracer. Ray-marchers excel at very irregular shapes; ray-tracers are for regular shapes, like cubes and grids. That leaves a lot of room for expansion, e.g. columns which are really round rather than a fixed number of polygons. However, for the scope of this grid renderer, it's overkill.
Criticism is easy, but improvement is hard. So I'd propose to compute how many times the vector has to be applied until it hits a grid line (not necessarily a wall), and then apply constant increments until it hits a wall. For example, if the ray vector is (0.8, 0.6), it would hit the next x grid line after another 1/0.8 = 1.25 vectors and the next y grid line after 1.666... vectors (nice decimals for an engine of a DOOM clone, don't you think???). The other coordinate is the index needed for the collision check in the map matrix.
These tests could be run either concurrently (keep two running values and update the one that's closer) or separately (compute one, then check the other direction for accidental clipping, e.g. if you missed a corner).
Actually, scratch the last bit; just do the one with the smaller increment, and if you hit something, check if the other direction hit something _just_ before that last increment. If you use the smaller increment, the index changes by one if at all, and there's no risk to miss anything in between. In any case, the grid lines are where the walls are, so two lines (or two columns) can cause a hit.
(2) You had both an "emergency exit" based on depth (fDistanceToWall) and one based on x and y coordinates, and then a third one by putting #'s at all borders. That's overkill. You could use x and y coordinates alone; when a ray leaves the map, it won't come back. Or maybe only use the depth check if you want to render outside views of the map.
(3) You can interpolate the vectors linearly from left to right edge; that avoids the "fish-eye" effect as seen at 23:02, which would be more pronounced in a graphics mode. Fewer sin/cos computations should result in a minor but measurable speed-up.
(4) To detect the edges, I'd fill an array of "x , y , type" entries before drawing. x and y would be the respective coordinates of the feature detected, and type would be WallX, WallY, or null. I'd populate that array and then scan adjacent entries for differences. If two adjacent entries are different (e.g. different coordinates, as it happens from one segment of wall to the next, or different types of wall, as it happens at a corner), AND neither is null, I'd set the type of both to null. WallX and WallY would be drawn like you did, and null would be the variant with a black "wall" segment, i.e. nShade = ' '. That would eliminate the inner loop (the one that's run 3x3 times per column) and result in higher FPS. As an added bonus, the boundary is always 2 pixels wide, not sometimes 2 and sometimes 3.
With REAL graphics, I'd use a different approach: compute the exact (x,y) coordinates of the hit (btw: one of them is an integer), and then compute the distance to the point where x and y are rounded to integers. That distance could then be used to shade the wall; if it's zero, black, if it's >=delta (a value around 0.02 should look OK), default brightness (modified by other factors like distance), and if it's
like it or not this man spittin fax rn
19:17 I love it when he turns to the camera all of a sudden, explain and get back to work again. He is like "We'll need to do the same thing" and I cannot do anything but giving him a thumbs up because I have no idea about such coding yet it is fun to watch ahah
4:20 "I've got criticized but I don't care" - respect!
I see what you did there with 4:20
@@xenonxi7564 he used while(1) instead of while(true)
he should have used while (!false)
@@abdulalhazred5924 while(420 == 420)
while(0
Simply put, this is wonderful! Many kids in the 90s would have loved to have access to your RUclips channel and knowledge.
Hey thanks Roger, much appreciated!
37:00 i have noticed a little problem. the world is rendered in mirror image. if you turn right in the game and walk foreward, the map shows that you have turned left and walked foreward.
i fixed it by changing this line 199 (line 257 in github) into
screen[(ny + 1) * nScreenWidth + nx] = map[ny * nMapWidth + (nMapWidth - nx - 1)];
and line 202 (line 259 in github) into
screen[((int)fPlayerY + 1) * nScreenWidth + (int)(nMapWidth - fPlayerX)] = 'P';
these changes mirror the map and they mirror the player's position on the map and thus everything works correct.
btw it was a helpfull and great video
You are correct Damian, I think this may have been addressed elsewhere in these comments. A little mistake (out of many) on my part. I'm pleased you enjoyed the video!
Thank you so much for posting this comment!
I fixed this by setting the fFOV variable to negative. I noticed the fix when dicking around with the fov in realtime in engine.
You didn't fix anything. Your solution just mirrors the map, which is incorrect. All you need to do is replace cosf to sinf and sinf to cosf everywhere like so:
playerX += cosf(playerAngle) * 5.0f * elapsedTimeCount;
playerY += sinf(playerAngle) * 5.0f * elapsedTimeCount;
if (map[(int)playerY * mapWidth + (int)playerX] == '#')
{
playerX -= cosf(playerAngle) * 5.0f * elapsedTimeCount;
playerY -= sinf(playerAngle) * 5.0f * elapsedTimeCount;
}
It will render everything according to map.
This is great work; I've been involved with software for around 20 years+, yet I still found your videos informative, inspiring, and mathematically thought provoking. I've been wrestling with the physics of racing for some time (having developed 3 crude simulations), your videos have just helped me develop some of these ideas. Would love a catchup over Skype sometime! Regards,
Hi Jamie, glad I could help! I'd love to make a really nitty gritty top-down 2D racing simulation game. I've some algorithms I would like to show this year about racing AI, but the list of things to make vids about never gets shorter :D I checked your Monaco GP vids - nice work! I don't skype, but you're more than welcome to come and chat on the Discord server, it supports DMs too if shouting in public ain't your thing - Jx9
Same here. I've been a long time programmer and am finding these videos informative :)
Same here
same leave the exp is 2 years i made 2 game engine's and im working on the 3rd one this video was helpful to remove flicker
doesn't look great... it looks amaaaaazzziiing! beautiful work
:-D Thank's Norm! ASCII FTW!
I’m so glad I found this video. I’ve been doing C++ for quite some time now and I always wondered how to do some of the things explained so nicely in this video! Subscribed and liked!:)
I wish one day I can explain myself as clearly and skillfully as you do. One of the best youtubers I've seen, and the best programming teacher too. You should totally write a book!
lol thanks Viktor, maybe...
@@javidx9well, 4 years later, we haven't got a book.
I don't study English well so it's a bit difficult for me to understand, but after listening to it a few times, I realize that you teach really clearly and easily!!!
Much respecttt!!!
For anyone who is strugling with not appearing wall after shading floor, just take a look at condition if(y < nCeiling) at time 24:20 it will be changed to y
Is that what it was?! I toyed around for about 10 minutes trying to figure that out. Noticed that change, made it, messed around some more, then it finally worked. I must have messed something else up in the mean time for that not to fix my problem.
Also there were a couple missing includes:
#include // for vector
#include // for sort
@@Nob1ej0n yep that was it..I spend with this like 20 minutes...
Really?!? I simply changed nShade to nWallShade to shade wall and nFloorShade to shade floor and also got it to work. I figured it was nShade value confusion. 🤦♂️ still works! But your fix was way easier than my fix. You simply found the missing equal sign. I added in an entire extra variable.
@@Nob1ej0n it works fine without the vector and algorithm includes so far...until 30:27.
Yep it comes back into view at 33:22. He changes it to y
Man, someone on reddit mentioned this channel and I'm glad I checked it out. This channel is a gold mine of great info!
Very well presented, thank you. I'm just starting out with C++ and this video has helped put the "what is possible" into context.
And here I am, having trouble making a Snake replica in Processing. God damn well done.
Thoroughly enjoyed it :) ! Thanks much for posting this great video... best part I like about it is the gradual progression/improvement you show (rather than showing off the final version of the game at the get go). And for anyone trying this out along side the video : kindly note that the sin and cosine are mixed up (this can be identified by thinking about where the origin is and where the X and Y axis are). Once you fix that, all the inversions/mirror image issues get sorted out. Also one thing I changed is to use unicode characters →, ←, ↑, ↓ - instead of just a 'P' for the player (this helps with orientation).
I'd just like to say thanks again for this. As a project for myself, I translated this program to Python a couple of years ago. It taught me a great deal. I plan to go through this video with my son, who is starting to learn C++ for his degree program. You're an inspiration.
I'm shook. This is the best thing.
+Alisha Catherine Renee Swartz err thanks?! I'm too old to know if this is good or bad. But I'll read it as positive!
it was meant positive :D
Well in that case, thank you very much! Cheers!
He also put in the title, Quick and Simple C++. Nice try
poop
It *is* simple.
When i saw "first person shooter in command terminal" i knew it wasnt quick and simple
@@Devilhunter69 As far as any programming project goes, this is barely more than a hello world program. Absolutely quick and simple.
When using std chrono for timing something like this, use steady_clock instead of system_clock. That way the user changing the date doesn't mess things up. From experience..
AWESOME 3 DIMENSIONAL GRAPHICS! THANK YOU SO MUCH FOR THIS TUTORIAL AND THE SOURCE CODE JAVID!
Love the random "clunking" around... Dropping stuff etc. Beautiful. Excellent video. You're a saint 😇 for putting this stuff together. Very useful. Thanks for posting.
lol, we're all just human XD
Fantastic video my man! You explained everything perfectly and I followed it to the end, I have no previous experience in graphics programming but this all made sense to me.
Hey thanks Cigol, thats great feedback!
The hit detection and float values are a little too slow for the gba but i'm making progress. You might like to watch my latest video where I built a computer program it with toggle switches in machine code!
There are probably some fixed-point hacks you can do to make this all very quick. I will!
I got it working! It's heavily optimized with no float values and DDA detection. The hit detection is fast but misses the corners. I also have a texture problems caused by the GBA mode 4 drawing two pixels at once. This is what I have so far ruclips.net/video/lMAlYIB7UzE/видео.html
Nice! I posted it on the #show-your-stuff page of the discord server
Great! Thank you. I didn't know about discord server.
just started learning c++ a week ago and your video was my first project so thanks for the great explanation
Same here lol . Did you have any trouble shading the floor?
I found my new side project: recreating this is a different language. Not translating it, but understanding and writing it myself
Fun fact: I'm doing this project in C# using a writable bit-map as a screen with an... interesting rendered aesthetic as well.
Your content is so informative, challenging and inspiring. Thanks for all your hard work and keep them coming! If you are ever in Tucson, Arizona, I'll get you some authentic chile con carne on me!
You have given the Definition of "3D Console Shooter" a new Meaning !
you're the type of person to answer the questions on stack overflow instead of asking. you're insane man.
Amazing video! When I was a kid in elementary school in the 1980s I loved the game "The Bard's Tale" but was frustrated that you could only turn by 90-degree increments and move by unit steps. I imagined coding up an engine like this to allow smooth movement and rotation, and asked my elementary school teacher to teach me trigonometry, because I knew it was required to do the geometry required for the 3D effect. Alas, my teacher said she didn't know trig.... How I wish I had access to this video back then! It's exactly what I had imagined doing myself on my Commodore 64, back in the pre-Wolfenstein days.
I agree with you -- would be neat to see if this engine could perform fast enough on old hardware like that to be playable. Anyway, thanks for your videos and your clear instruction style.
Hey thanks Eric, much appreciated. I had a quick go trying this on my BBC Micro B+. I think it can do it, but I'll need to dip into assembly :D
I love these. I'm going through every single code-it-yourself video and really enjoy figuring out ways to optimise and add new features to the projects. Such a blast :D thank you
I'll save you the time, he is a wizard!!!
I've been looking for a video like this for so long! Thank you so much!! This explained and pointed out a good number of concepts that I was interested in.
Great to hear Kobal!
YES
thank you for this, a pure c++ project that i can do using just pure c++
I'm not into coding, but this project looks very creative to me. Great job!
Hey thanks Sashik, I appreciate that!
If you get an error around 33:35 when trying to run the game it's because he forgot to mention that you need to add:
#include
#include
thx bro
Man, you're a lifesaver
Thanks for taking the time to put this together! I learned a lot seeing this style of PFS rendering on such a low level as ascii. Very informative. Will let you know if I manage to get something like this working for myself!
Thanks Micheal, no problem! I look forward to hearing about your project.
I am from korea.
That mean I am not good english yet... :(
so someday I'll understand this video!
Thank you for this video
U have coronavirus
@@gabe5225 you just can't say that.
@@gabe5225 dude cmon :D
@@gabe5225 thx man.
@@banbazy hey, don't listen to him. Best of luck with learning english!
This is the type of legendary content I expect from youtube.
I wanted to do this when I started programming, never found out how.
This was in back in 1998 or '99.
Oh, the memories...
SAme here bro. Fuck programming. It's hard. Might as well learn to cook food and learn how to dance like Michael Jackson. My wife and son might be even be pleased.
@@moileung But the kid is not my son
@@moileung Its not hard. Its just like learning anything else
Iess exactly. It was difficult then because of the lack of how-to but still possible. I remember the tables of Turbo C/C++, good ol days.....now i feel old.
@@firmware-jh5vk welcome to the club, grab a cold one and enjoy being old like the rest of us
I'm 20 years old CS student, I've always had good grades but never have been that much interested in games or computers :D. This video tho, poked something. I love it, you have put a lot of attention and time and surprisingly for me it is probably the best video I have watched.
Around 10:40, since you're already calculating the sine and cosine of your angle to make the unit vector you might as well use simple trigonometry to get your distance to the wall. I would be something like (not actual code but you get the idea)
distanceToWall = abs(playerX-wallX)/cos(angleBetweenRayAndVerticalAxis); //For horizontal (angle between -45° and +45° to the horizontal axis) rays
or
distanceToWall = abs(playerY-wallY)/cos(angleBetweenRayAndHorizontalAxis); //For vertical rays
Hi Ura I see what you are saying, bu the problem is I dont know where wallX and wallY are, unless I compute this for every possible wall and then sort them somehow. Also, wallX is not a single value for any given wall in this case. An alternative approach which is kind of similar to what you are suggesting is horizontal wall following, where you identify the wall on the left of the FOV, and then follow the geometry around until you fall of the right FOV. This way you can calculate the distances you need algorithmically, but you need to partition space in fun ways to make this optimal.
man you guys are smart
@@desktorp %87 is their experience in the field.
Kind Sir, your videos and approach to coding is amazing! This is some really good quality channel.
Please correct me if I'm wrong, but I think the angle rotation direction at both casting the rays and turning the player is not correct. As the player angle increases (17:25 lines 56-60), the player turns counter-clockwise, and when the screen is rendered from left to right (9:18 line 53), the apparent direction is clockwise instead. However; as the rays are projected with increasing angle (9:18 line 56), it is calculating the map counter-clockwise, thus canceling out the error, but leaving turning the player into visually correct direction. The map and the player view don't agree, as seen in for example at 37:08 where the player passes the walls from the left side, but on the map the P passes the #'s from the right side - and that was the thing that caught my attention.
Hi Matti, you are kind of right. I believe the map is actually either rotated 90 degrees or reflected in x=y, from the player, and as you say, it all cancels itself out. Primarily, this is because I use sin and cos, instead of cos and sin :D So yes there is a discrepancy in there. But that's incredible attention to detail you have - thanks for highlighting it!
@@javidx9 Yup, swapping those fixed it. Cheers!
This is a more geometrically correct way of finding the size of the ceiling and makes the depth seem more realistic:
int nCeiling = ((float)nScreenHeight - (float)nScreenHeight / fDistanceToWall) / 2.0;
I suppose top down tetris is out of the question? :D
:D It's funny, I do have something in the pipeline for this project. Speaking of tetris, your video has inspired me to try a tetris with the smallest memory footprint I can get - basically I'm reducing it all to bitwise ops and karnaugh maps. It's proving to be a great example of information theory, as I compress the tetromino data, naturally, the program expands. Too early for a video yet though.
javidx9 The program expands with C, but in a language with bit access it should be under 1k, and monochrome video memory can be the game memory. I did port a bit access Tetris fully this time, but it was too large. The complete C rewrite used little program memory and huge RAM :D the game memory is ASCII like yours, and the mono video memory is extra, such as with your PC, there's probably some huge video RAM busy representing your ASCII on a hi res monitor :D
You are awesome !!
Being a noob, I have never done this before and will give it a try.
If I am successful, it would be the coolest thing I have ever coded.
Thanks man for a great challenge!
looking at this graphic in the terminal , I remember my first game shooter for sega 16 bit, that was amazing :)
He is like Bob Ross of coding, I love him! Relaxing, enjoyable and instructive.
Thank you Arda, I love Bob Ross too!
You are brilliant mister. Your work is quality.
I wanna say thank you a lot, i needed a nice project for a exam and now i`m writing a shooter basing on your simple game, really thx a lot
Very cool! You can probably change the 'P' in the map to '>', '/\', '
Almost, though I'd use '^' for upwards, as its a single character
@@javidx9 Ah very true!
Thanks for the video. By simplifying the graphics part one can abstract better the representation system, so understanding concepts is easier. Great work!
Hey Angel and thanks! Thats what this channel is all about so welcome!
Very well done, thanks for sharing your work, I'd never seen 3D ASCII graphics seeing this job was quite pleasant very much appreciated.
Hey thanks saeed! I just wanted to show what to do after hello world!
This could be called "How to play god and recreate the universe ...part 1" :)
Adam Bradley in the next tutorial he will create animals
"If you want to make an apple pie from scratch you must first create the universe" - Sagan
When "JC" means John Carmack...
in a sense, that's what programing is all about. up to a level that people assume the whole universe is just a simulation.
Refreshed my math which I haven't used for ages. Thanks a lot! You're doing a great job! Hope you won't stop on this and we'll create a console version of Skyrim)
Hey thanks noiseater!
or at least elder scrolls arena
Great Video.. waiting for Fortnite in CMD
lol thanks Adem!
*_default dances in CMD_*
Lol
Um
Ok
I want code bucks
Adem Kouki nobody would do such a horrible thing.
Amazing video. I recently discovered your channel, and it’s truly inspiring. Keep up the good work
genius work javidx9! this actually inspired me to set myself my own challenge to try and do raycasting in javascript using the html5 canvas. i suppose drawing on canvas some fixed-sized rectangles and shading them appropriately with respect to the length of the ray would suffice.
Thanks Emre, your approach seems sensible to me! Good luck with your project, and be sure to drop a link if you get something up and running!
Managed to use this tutorial to write a graphical version, hopefully this new knowledge will come in handy some day
This man could probably recreate Shin Megami Tensei (SNES) like this in a week!
What is genre of game
@@b_08_amitkumarsahu90 Rpg
This channel is secret gem in the you tube. Thank you for posting videos this will develop my c++ skills.
At 34:30, shouldn't it have resulted in an error when you made the third edge to be also returned instead of the first two? The inner 'for' loop only adds 2 pairs of members to the vector, as it runs twice, and you call for the third pair which there shouldn't be. For me it does result in an 'out of range' error, and I am very curious about that. I am only starting out with programming and unfamiliar utilities are very confusing at first, but your videos, nevertheless, are very insightful and interesting to watch!
Thanks Laamb, thats really kind of you to say! I had a quick glance at the code, and the inner loop is wrapped in an outer loop which also runs twice, thus adding 4 pairs to vector (i.e it finds all corners)
I can't believe all the things I'm learning with your videos. Many thanks.
If this guy can create a prototype of FPS game in a terminal, I can succeed in creating my textual adventure game in terminal, actually in development.
Need a player ? :D
@@theali8oras274 Well, for the moment, it's still in development and I'm focusing on core functionalities (command prompt, menus, inventory, moving from a zone to another, quests system, etc...) but I'm willing to distribute my game under GPL license, so I could tell you when it will enter in Beta phases, which won't be for now... ;)
When finding the corners, you could use the dist to integer of x,y instead.
The corners are integers, so if the place where the ray hit is close to a corner, x and y should be close to a integer too. (x,y is the location the ray hit)
the ray hit at x,y
Tolerance is the radius of the circle around the corner. When inside this circle, you hit the corner.
DistX=min(x - floor(x),ceiling(x) - x)
DistY=min(y - floor(y),ceiling(y) - y)
If DistX
This guy : Quick and Simple
Me : Hmm. That's good.
This guy : C++
Me : Mr stark... I fEeL sO bAD...
these are tutorials for people who know C++
Man thank you for this
I don't even want to build a command line game but ive been looking for an easy to understand raycasting tutorial
3:30 "... cause i don't want this video to be half an hour". No. Actually, it's 38 minutes... :)
Anyway. GREAT tutorial. :) I am trying to code this on a C64.
How is it different on there? Doesn't the C64 have different libraries?
@@thomasschnettler6063 The C64 has BASIC or Assembly so it's different
6502 assembly is quite limited, too. No sin, no cos, no sqrt in hardware, no FPU at all, heck, not even an integer MUL command! 6502 is basically "Library or f### off" ! At least the CPU is faster than the clock would indicate; 3Dungeon crawl in text should be doable on C64.
And by now there's probably a decent C even for C64. If there's not, there should at least be a free one for PC with C64 output.
A command-line based 3D renderer is probably the only 3D renderer I'll actually be able to figure out how to make from scratch in the next 30 years. And it'll probably still take forever.
This guy is a fkin genius
Very, very cool! I have no experience in actually working with proper programming so i have no idea what youre doing but it is still very interesting!
Hey thanks Azure!
I program for fun on the Gameboy Advanced and I will send you the port when I have it. :)
Nice, that would be awesome!
how do you program for the game boy? I really want to know.
Hi FallenWolfie, there are a few devkits you can use to compile rom images for emulators. Some are even C based so quite simple to use.
javidx9 thanks!
I did the strafing by adding + o - pi/2 to the sin and the cos argument. Works amazingly
A friend of mine did a similar engine in Ti basic on his calculator when i was in high school
This surprisingly explained why the same input on some games running at a higher FPS gives more precise control.
3:38 "cause i don't want this video to go on for half an hour"
Awesome idea, execution and video style. Subbed! That was both inspiring and entertaining. Thanks!
Hey thanks Nico, much appreciated!
It looks freaking beautiful 😍
I like your synthesis and approach on simple code, super clear.
00:50 it doesn't look that great? That looks beautiful
lol thanks lapidations!
Really nice video. I haven't gone through the entire video. I found it like a good refresher to c
Cheers Vivek. I'm pleased you found it refreshing!
A new fps on consoles. That's definitely not what I was expecting :D
Old video but pretty much all still works! Just had to add some extra libraries because they must have moved stuff around in the files since this was released! I've wanted to work on a roguelike ascii style game since I was 20 and I'm now in my 40's. I think I'll use this to learn C++ and try to make my own little roguelike engine/game!
Nice FPS dude (both, frames per second and first person "shooter" too) ;) awesome vid!
XD Thanks Andy!
@@javidx9 is this series still going?
Well this video had a sequel, then there was ray cast world, so yeah a bit more to go yet
This is one of the BEST tutorial series out there! Thank you!
You are the best. I'm dumb but I understood the whole thing!