Show HN: I wrote a DOOM clone in my own programming language (spectrelang.org) 34 points by pizza_man 4mo ago ↗ HN
[–] Panzerschrek 4mo 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 4mo ago ↗ And most Asteroids clones use raster graphics, but so what? [–] Narishma 4mo ago ↗ Not even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
[–] Narishma 4mo ago ↗ Not even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
[–] kernzistor45 4mo ago ↗ Must be satisfying. a game in your own lang. [–] pelasaco 4mo ago ↗ na not, when its vibe coded... [–] [dead] lungs 4mo ago ↗ [dead]
[–] natloz 4mo ago ↗ Got to love these classic games that were so amazing in their glory days and still fun today!
[–] doubletwoyou 4mo ago ↗ The raycasting code here looks pretty similar to that of https://lodev.org/cgtutor/raycasting.html
13 comments
[ 7.4 ms ] story [ 61.4 ms ] threadIt's not how Doom works. It's more like Wolfenstein 3D.