Hi There
I’m going to use this blog to document by programming projects.
My Github:
TFC-343 has 19 repositories available. Follow their code on GitHub.
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@theidentitymatrix
Hi There
I’m going to use this blog to document by programming projects.
My Github:
TFC-343 has 19 repositories available. Follow their code on GitHub.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Raycasting 7
Added some pillar objects so mask seams between textures.
Raycasting Level Editor 6
I’ve made a slightly nicer Texture Select page, making it bigger makes selecting a texture far faster and more streamlined.
Raycasting 6
Now we have textures, pretty proud of this so far, next we need to add floor and roof textures.
Raycasting 5
I can now calculate and display the distance of each part of the wall from the beginning of its tile, all I need now it to layer that part of the texture over it.

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Raycasting 4
Not quite textures, but I can show the difference between objects that need to be textured differently, thankfully I had already written some code that meant adding this was pretty simple, next part will not be as much.
Raycasting Level editor 5
The maps can be loaded directly into the engine, this will make testing mechanics far faster than having to manually input wall positions and textures (or using a bitmap file like I was before)
Raycasting Level editor 4
The page to select different textures is currently pretty simple, it just displays any loaded textures as allows the use the select them (plus some placeholder textures at the end for testing). The most important part (actually drawing the textures in the game) is still yet to be added.
Raycasting Level editor 3
Here is an example of a loaded map, you can see the walls, the player spawn position, and the centre of the map. Most tools are pretty simple to work with however the delete tool still needs a bit of work as it can be a bit awkward to work with.
Raycasting Level editor 2
This is the main page of the editor (without a loaded map. ‘File’ allows saving and loading maps, ‘Tools’ allows for selecting the tools (as well as the side bar), ‘About’ and ‘Help’ aren’t functional yet.
The toolbar allows the user to change between several tools, and the option bar currently only lets you change the texture (which isn’t rendered in the game anyway)

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Raycasting Level editor 1
After taking a break from the project I decided I’d need to make a level editor to help with testing, I could use a lot of the classes and function I made for the main game which was helpful, the main goal was to be able to add and remove walls, and change where the player spawns.
Raycasting 3
fixed the fish-eye effect (I was incorrectly spacing rays), added a slight gradient to the walls and added a gun sprite along with a crosshair.
In the current engine, textures are not possible, but before working on that I might create a level editor as it would make testing far simpler.
Raycasting 2
this is my first attempt without looking too much up, it is easy to tell it is supposed to be 3d but still not perfect.
Raycasting
I’ve been learning raycasting and have started making a small game using the concept.
WFC
I have uploaded my wave function collapse code to GitHub if anyone wants to play with it.
https://github.com/TFC-343/River-Land-Generation

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paths
I added some paths (and made it slightly bigger)
WFC error
This is what it looks like when the code gets stuck.
I think its an issue with the propagation algorithm but I'm just gonna make it restart if it gets stuck, that should at least temporarily fix it.