Show HN: I wrote a DOOM clone in my own programming language (spectrelang.org) 34 points by pizza_man 6mo ago ↗ HN
[–] Panzerschrek 6mo ago ↗ > At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected.It's not how Doom works. It's more like Wolfenstein 3D. [–] kmoser 6mo ago ↗ And most Asteroids clones use raster graphics, but so what? [–] Narishma 6mo ago ↗ Not even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
[–] Narishma 6mo ago ↗ Not even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
[–] kernzistor45 6mo ago ↗ Must be satisfying. a game in your own lang. [–] pelasaco 5mo ago ↗ na not, when its vibe coded... [–] [dead] lungs 5mo ago ↗ [dead]
[–] natloz 6mo ago ↗ Got to love these classic games that were so amazing in their glory days and still fun today!
[–] doubletwoyou 6mo ago ↗ The raycasting code here looks pretty similar to that of https://lodev.org/cgtutor/raycasting.html
13 comments
[ 3.3 ms ] story [ 29.9 ms ] threadIt's not how Doom works. It's more like Wolfenstein 3D.