Recreating DOOM in Python. Ep4 - WALLS
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- Опубліковано 15 кві 2023
- Finally rendering the walls! Consider rendering two types of walls, Solid and Portal, and create a DOOM level viewer!
Metallica - E1M1 (At Doom's Gate) @StateOfMercury
• Metallica - E1M1 (At D...
Code:
drive.google.com/file/d/1Z81M...
#coderspace #doom #python
thank you for continuing this series! i was waiting for the new episode
Yes! This ^
Damn, I wonder why we don't have these kinds of projects at our company. Everyone would be smiling the whole day.
Have honestly been finding this series so fascinating! Thanks for all your hard work on it :)
Love this project! Thank you for the very entertaining video :)
This is fantastic work - very much enjoying following along using Dotnet/Monogame. Thanks!
Hats off for John Romero and his team
Whenever I get a notification that you've uploaded another video it makes my day. Thank you for sharing your ongoing phenomenal work 🤘😎🤘
Best programming series on youtube...
I'm learning A LOT from this. Thank you so much
Bro what you are doing is great i cant wait for the next episode
Fantastic, I’ve been looking forward to this. I’m following along but translating to Swift and Metal for fun
These portal walls are interesting. Lately I have been daydreaming about doing a MD version. I'm gonna watch this and who knows.
wonderful series
amazing as usual
Finally, thank you so much
Nice series , i ❤ too watch
Voxel Cone Tracing + Ray Marching in python
👍thanks!
I think this will be the most complex episode.
great tutorial! I did end up having to check the code a lot of times as the test at 8:27 didn't work because I misplaced one right bracket
👏👏👏
Can you make a series about making Crysis in Perl?
What is the song that plays after E1M1?
Using vectors easier and faster, isn't it? (Oh, if you want to use numba, that's can't work (at least for Pygame vectors))
Numba has been updated!
Good tutorial sir why not add Raycast techinque to render and axd hq texture and lights in end if this project
yeah, a lot of ideas come up about this
Ohoh boy…I’m already at the second to last vid. Gotta run back through and review everything. Next up is studying the original C code myself….
👍
Please, make more videos on creating video games in Python.
there is a problem, when i run it, the error says: AttributeError: 'NoneType' object has no attribute 'sector'
if I try to go to the area left from the start on E1M1 I get the error:
UnboundLocalError: cannot access local variable 'portal_y2' where it is not associated with a value
Edit: it was supposed to be portal_y1!
how do i run the code?
where do you get the ai voice?
I would like the video but it’s currently at 696 likes at the time of writing this.
software shader rendering
on gpu
pre-calculate all the vertical screen line angles, not for each intersection
talking makes you appear as being a bot, if then else
Ugh, whenever I hear "linedef," my mind automatically adds "...to spawn extra revenants." 🤦♂ But wow. And to think that this is all Pygame is just... wow. I've seen platformers, isometric hack-n-slashes, etc., but not an FPS. Wow.
first comment :)
second comment
Turn off the music!
Hate the music .. stop it please
I don't know if it's normal, but when I tried exploring some maps like E1M2, some walls doesn't render and every time it's a wall with a portal.
I've also noticed than the glitch occur at certain height for some reasons.
This glitch can easily be found in E1M1 of freedom1.wad btw
in the next video using textures, I will show how to fix this bug with portal walls
@@CoderSpaceChannel oh ok
Why didn’t you show how the bug was fixed in the final video?
@@supebioshock maybe not important enough to be in the video or just haven't fixed it yet
@@oyoplayer oops I forgot to @ him
but I verified he fixed it cause I ran the final code and went to e1m2 where I noticed there was an issue with portals and it was fixed.
I noticed in this videos code. The code before texture mapping that there is an issue with certain sidedefs not having their upper texture listed. I compared it to the code in the next video and this bug was fixed. But I am not sure how that was fixed yet.
I also noticed he did a new way to determine the player height but this was not explained in the video. The method for the new height calculations has a bit of magic numbers unfortunately.
So I believe the bug we see in this video and the one you mentioned has something to do with the player height. Because when I go on e1m2 and go to the elevator to the left… that is when I see there are issues with the rendering. That was fixed though in the final code.