https://mastodon.gamedev.place/@sprig, https://darzu.io, https://sprig.land
Rendering Engineer at Bitshift Entertainment
The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
The project page has a 2D demo with source code and more details:
graphics.cs.utah.edu/research/pro...
recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster (so CPU, no polygons).
it has:
displacement mapped walls
terrain raycaster floors (entirely different tech, but texturally matched with the walls).
(angle constrained) real time shadows
recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster (so CPU, no polygons).
it has:
displacement mapped walls
terrain raycaster floors (entirely different tech, but texturally matched with the walls).
(angle constrained) real time shadows
Reposts appreciated :)
zeux.io/2025/03/31/m...
Reposts appreciated :)
zeux.io/2025/03/31/m...
Feels much more alive now!
Feels much more alive now!
Still more to do with the sky lighting, but first I want to get the sun light back and add contact shadows, then some more interesting textures and foliage!
Still more to do with the sky lighting, but first I want to get the sun light back and add contact shadows, then some more interesting textures and foliage!