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(2 edits)

Nice work! It’s cool to see a raycasted 3D game in the jam. I suspect your curved walls are the result of using euclidean distance to the camera position instead of distance to the camera plane. Search here for “fisheye” to see one way of solving that: https://lodev.org/cgtutor/raycasting.html

Good job on the submission!

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Thank you very much!

Thank you as well for the link, I had a feeling it had something to do with this type of issue but couldn't get my head around a fix. This page explains it perfectly! I'll try and update the code for releasing after the voting period.

In the meantime I'm going to say the in-universe explanation for the curving walls is that the power surge affected the cameras on the rover... ;-)

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It’s not a bug, it’s a feature! :D