CC0 lightweight advanced ray casting library, raycastlib

CC0 lightweight advanced ray casting library, raycastlib

Postby drummyfish » 04 Oct 2018, 12:43

Hello,

I just wanted to share a thing I made that could help you build some oldschool ray casting games (like Doom, Duke Nukem 3D etc. -- actually these aren't ray casting, but the look is the same), or possibly you'd be more creative and come up with something new.

It's a super-lightweight C header-only library that uses only integer math and runs very fast even on small gaming consoles. I've actually made it for my Pokitto demos (Pokitto is a small ARM gaming console, running at some 48 MHz, with 36 kB RAM). This is how it runs on it:

Image Image Image

But one of my goals was to have no dependencies, so it runs e.g. in SDL or even just terminal (code is in the repo as well):

Image Image

It's CC0, so no burden on you with credit or documentation or anything, simply take it and use it.

(Also if you're already there, you can take a look at my other repos, I have some games and tools in various stages of completion that I haven't shared so far. If you do something with it, I'll be glad.)

The code and more info is here:

https://gitlab.com/drummyfish/raycastlib

WARNING:

No warranties, and I don't feel like it's 100% completed (I will probably never feel that way, there are always additional features and polishing to be done), so bear that in mind (I've given it version number 0.8 so far), though it's very much usable now, and potential bugs that could appear you should be able to fix yourself (it's well commented and not such a complex code).

Also I am kind of a little burned out at this stage, so please don't expect me to do some quick tech support for this. If you find a bug, let me know, but I may take some time to fix it (again, you should probably be able to do it yourself).
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Abolish all IP laws. Use CC0. Let's write less retarded software.
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Re: CC0 lightweight advanced ray casting library, raycastlib

Postby smcameron » 04 Oct 2018, 13:05

Wow, that looks pretty cool. Thanks!

I noticed at the top of the gitlab page, it says "No license. All rights reserved ", which I don't believe is your intent, since you say it's CC0 in your post, and at the bottom of the README.md. I am not sure what you are supposed to do to make gitlab aware of the license. Or maybe that's because some countries don't recognize CC0 (Germany, I think? I'm not a lawyer anywhere. Probably what I wrote is not correct.)
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Re: CC0 lightweight advanced ray casting library, raycastlib

Postby eugeneloza » 04 Oct 2018, 13:20

I am not sure what you are supposed to do to make gitlab aware of the license.

It may be set Project suggestions (they suggest specifying a license). They also recognize LICENSE file. One can also change LICENSE file with a template through Web IDE function. However, they don't have a CC0 template, the closest GITLAB recognizes is MIT.
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Re: CC0 lightweight advanced ray casting library, raycastlib

Postby drummyfish » 04 Oct 2018, 13:54

Trust my README, it's CC0! :D Indeed GitLab doesn't have CC0 in the templates (maybe because it's not technically a license? It's a waiver that contains a fallback license). I can see Unlicense in there, which is probably even closer than MIT, but to avoid confusion, I'll probably keep it this way. Stating the license/whatever in the code and README should always be enough.
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Abolish all IP laws. Use CC0. Let's write less retarded software.
http://www.tastyfish.cz
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Re: CC0 lightweight advanced ray casting library, raycastlib

Postby rmbeer » 25 Nov 2018, 22:30

Very nice! I like the style of the game although I do not know if the ARM's capabilities are being wasted.

sugest: you can make in SDL for a edit levels while the full game you can put it in ARM.
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