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RayCast.js Engine

An advanced ray-caster engine written in JavaScript from scratch, with zero dependencies · By undefbehav

Great progress

A topic by jfkEO1010etc created Oct 07, 2021 Views: 133 Replies: 2
Viewing posts 1 to 2

How about to sample the ground height under the camera and use it for what is now done with "E" and "Q"? I see I still cannot mouselook while WASD is pressed. You could have a look at my camera scripts for coppercube. While there is indeed a weird system bug due to which the mousespeed is reported lower when a key is pressed, it is still possible to get the mousespeed during key presses. And I think it is an integral part of FPS controls to steer and walk simultaneously. Anyway, keep up the good work!

Developer (2 edits) (+1)

Hey there! Sorry for the late reply, I’ve just seen your post.

Well, thanks for the kind words, really appreciate it. Handling collisions with non-axis-aligned geometries has by far been the most difficult thing I got to implement for my engine! Lots of late-night debugging sessions and pulling my hair out due to the inaccuracies caused by floating-point rounding errors, haha! I’m glad how it turned out though. As for the collisions against the y-axis, you are right, they are non-existent right now. That seems a lot more straightforward though, when compared to handling collisions in the x-z plane.

As for the mouselook issue, I haven’t really invested in resolving that one since I would have no real way of verifying/testing my fix as I have never been able to reproduce the issue on my end, sadly.

So true. Collision can really knock the toughest coder out, just like rounding errors. And those stealth chameleon bugs. Oh so that keys thing was just on my machine. Must be the hardware then. It's a touchpad, not a mouse, maybe that's it.