Super Fast Ray Casting in Tiled Worlds using DDA
In this video I look at how the "traditional OLC" method of raycasting in various videos is in fact terrible, and look at the more intelligent DDA algorithm which can significantly (orders of magnitude) be more effective at determining ray length in tile or voxel based worlds. Source: https://github.com/OneLoneCoder/Javid... Demo: https://community.onelonecoder.com/me... Also: https://lodev.org/cgtutor/raycasting.... Patreon: / javidx9 YouTube: / javidx9 / javidx9extra Discord: / discord Twitter: / javidx9 Twitch: / javidx9 GitHub: https://www.github.com/onelonecoder Homepage: https://www.onelonecoder.com

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Make Your Own Raycaster Part 1

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Wolfenstein 3D's map renderer

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Line Of Sight or Shadow Casting in 2D

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DIY Programming Language #1: The Shunting Yard Algorithm

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Dear Game Developers, Stop Messing This Up!

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Introducing RayCastWorld

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The ASML Replacement Nobody Saw Coming

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The Fastest Maze-Solving Competition On Earth
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Doubling the speed of my game's graphics [Voxel Devlog #18]

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This Tiny Algorithm Can Render BILLIONS of Voxels in Real Time

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Recreating Noita's Sand Simulation in C and OpenGL | Game Engineering

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I Hacked This Temu Router. What I Found Should Be Illegal.

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