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Pikuma - Raycasting Engine Programming

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Uploaded Nov 3, 2024
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FolderPikuma - Raycasting Engine Programming
File16. Finding Horizontal Intersections.mp4 - 151 MB
File46. The Color Buffer.mp4 - 119 MB
File07. A Review of Sine Cosine and Tangent.mp4 - 118 MB
File01. Introduction and Learning Outcomes.mp4 - 96.4 MB
File18. Coding X-intercept and Y-intercept.mp4 - 91.9 MB
File71. Rasterizing Lines.mp4 - 84.3 MB
File27. Fixing the Fishbowl Distortion.mp4 - 81.5 MB
File13. Defining the Field of View.mp4 - 79.3 MB
File20. Coding the Vertical Intersection.mp4 - 77.9 MB
File06. A Review of Degrees and Radians.mp4 - 77.5 MB
File24. Finding the Wall Strip Height.mp4 - 77.5 MB
File66. Refactoring the Graphics File.mp4 - 76.3 MB
File96. Notes on Look-up Tables.mp4 - 72 MB
File14. Coding the Field of View Ray Increments.mp4 - 70.9 MB
File54. Mapping Textures to Wall.mp4 - 70.7 MB
File26. Coding the Wall Rendering.mp4 - 68.5 MB
File81. Coding the Sprite Typedef.mp4 - 66.1 MB
File09. Coding the Map Class.mp4 - 62 MB
File61. Loading External PNG Files.mp4 - 61.9 MB
File11. Coding the Player Movement.mp4 - 61.9 MB
File90. Displaying Textured Sprites.mp4 - 60.4 MB
File17. Finding Vertical Intersections.mp4 - 58.4 MB
File65. Full Screen Window.mp4 - 57.8 MB
File15. Finding Wall Hit.mp4 - 57.7 MB
File04. Raycasting or Raytracing.mp4 - 56.2 MB
File70. The Line Equation.mp4 - 55 MB
File55. Implementing Wall Texturing.mp4 - 54.1 MB
File87. Calculating the Sprite Projection Height.mp4 - 52.5 MB
File63. Understanding the Angle Increment Distortion.mp4 - 52.3 MB
File23. Wall Projection.mp4 - 49.2 MB
File52. Representing Textures.mp4 - 48.8 MB
File08. Defining the 2D Map Grid.mp4 - 48.3 MB
File30. First Steps in C.mp4 - 45.6 MB
File38. SDL Delay.mp4 - 45.1 MB
File79. Raycasting Sprites.mp4 - 44.8 MB
File12. Coding the Map Collision.mp4 - 44 MB
File10. Player Movement.mp4 - 43.6 MB
File03. An Overview of the Raycasting Algorithm.mp4 - 42.6 MB
File49. Creating the Wall Projection.mp4 - 41.6 MB
File19. Coding the Horizontal Wall Intersection.mp4 - 41.1 MB
File68. Refactoring the Map File.mp4 - 40.4 MB
File33. Creating a SDL Window.mp4 - 38.8 MB
File69. Refactoring the Ray and Player File.mp4 - 37.5 MB
File93. Sprites Behind Walls.mp4 - 37.4 MB
File44. Translating the Vertical Intersection to C.mp4 - 37.3 MB
File57. Multiple Texture Code.mp4 - 36 MB
File56. Multiple Textures.mp4 - 35.7 MB
File89. Sprite Rectangle Position in the Screen.mp4 - 34.1 MB
File39. Drawing the Map with SDL.mp4 - 33.3 MB
File22. Orientation as Angles or Vectors.mp4 - 33 MB
File21. Fixing the Intersection Offset Error.mp4 - 32.9 MB
File32. Installing Visual Studio and SDL on Windows.mp4 - 31.7 MB
File40. Player Movement and SDL Events.mp4 - 29.8 MB
File43. Translating the Horizontal Intersection to C.mp4 - 29.7 MB
File77. Wall Texture Color Intensity.mp4 - 29.6 MB
File29. BrightDark Wall Sides.mp4 - 29.1 MB
File84. Coding the Visible Sprites.mp4 - 28.9 MB
File36. Game Loop Overview.mp4 - 27.9 MB
File47. Color Buffer Implementation.mp4 - 27.7 MB
File80. Sprite Type Definition.mp4 - 27.5 MB
File83. Identifying Visible Sprites.mp4 - 27.1 MB
File25. Visualizing the Minimap.mp4 - 25.5 MB
File42. Ray Struct and FOV.mp4 - 25.4 MB
File95. Concluding our Raycasting Implementation.mp4 - 25.3 MB
File58. Fixed Size Data Types.mp4 - 25 MB
File34. SDL Rendering and Event Polling.mp4 - 24.9 MB
File88. Calculating the Sprite X Position.mp4 - 24.6 MB
File28. Implementing Wall Shading by Depth.mp4 - 24.5 MB
File60. Libraries to Decode PNG Files.mp4 - 24.3 MB
File05. Raycasting Limitations.mp4 - 24.2 MB
File92. Sorting Sprites by Distance.mp4 - 23.5 MB
File73. Refactoring the Wall Projection File.mp4 - 21.4 MB
File86. Normalizing Player Rotation Angle.mp4 - 21 MB
File31. Working with Makefile.mp4 - 20.1 MB
File37. Coding a Fixed Time Step Game Loop.mp4 - 19.6 MB
File35. Rendering SDL Rectangles.mp4 - 19.6 MB
File45. Rendering Rays.mp4 - 18.2 MB
File85. Finding the Sprite Distance.mp4 - 18.1 MB
File64. Coding the Angle Increment Distortion Fix.mp4 - 16.5 MB
File76. Refactoring the Ray-Facing Code.mp4 - 16.4 MB
File78. Coding the Texture Color Intensity.mp4 - 15.7 MB
File94. Fixing the Sprite Fishbowl Distortion.mp4 - 15.2 MB
File53. Creating a Texture Programmatically.mp4 - 14.6 MB
File82. Rendering Sprites in the Minimap.mp4 - 13.7 MB
File62. Activity Field of View Distortion.mp4 - 11.4 MB
File74. Creating a Type Definition for Color Values.mp4 - 10.8 MB
File72. Coding the DDA Line Algorithm.mp4 - 10.5 MB
Filecode.zip - 9.1 MB
File48. Freeing Allocated Resources.mp4 - 9 MB
File75. Sending Parameters by Reference.mp4 - 7.52 MB
File91. Activity Sorting Sprites.mp4 - 6.71 MB
File41. Implementing Wall Collision in C.mp4 - 6.45 MB
File51. Ceiling & Floor Solid Color Implementation.mp4 - 6.38 MB
File59. Using Fixed Size Integer Types.mp4 - 5.36 MB
File50. Exercise Ceiling & Floor Solid Colors.mp4 - 4.69 MB
File67. Drawing Filled Rectangles.mp4 - 4.69 MB
File02. How to Take this Course.mp4 - 4.53 MB
FileRaycasting Programming with C.txt - 2.89 kB
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  • InfoHash: 51BED10FB0683EF4D9DA2FB9566350EAA6BD3BC1
  • Last Updated: Nov 3, 2024
  • File Count: 98
  • File Category: 1
  • Tags: pikuma, raycasting, engine, programming
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