Raycasting Game Development with JavaScript SDL & C 收录时间:2023-05-30 07:54:35 文件大小:12GB 下载次数:1 最近下载:2023-05-30 07:54:35 磁力链接: magnet:?xt=urn:btih:7fbc39d0f260ecc89f50db0d4db999cee2c21326 立即下载 复制链接 文件列表 11. The Color Buffer/1. Color Buffer.mp4 619MB 4. Casting Rays/4. Finding Horizontal Intersections.mp4 488MB 16. Rendering Lines/3. Rasterizing Lines.mp4 444MB 2. A Quick Trigonometry Review/1. Quick Trigonometry Review.mp4 352MB 5. Rendering Wall Projection/1. Wall Projection.mp4 347MB 4. Casting Rays/6. Finding the First Intersection with the Map Cell.mp4 309MB 16. Rendering Lines/1. The Line Equation.mp4 306MB 15. Refactoring the SDL Graphics Code/2. Removing SDL Global Variables.mp4 304MB 7. Starting our C Project/1. First Steps in C.mp4 276MB 14. Angle Increment Distortion/2. Understanding the Angle Increment Distortion.mp4 253MB 1. Introduction and Motivations/1. Introduction and Learning Outcomes.mp4 250MB 17. Finishing Touches/6. Look Up Tables.mp4 249MB 13. Wall Textures/1. Representing Textures in Memory.mp4 248MB 2. A Quick Trigonometry Review/2. Quick Radians Review.mp4 247MB 4. Casting Rays/8. Coding the Vertical Wall Hit.mp4 245MB 5. Rendering Wall Projection/4. Fixing the Fishbowl Distortion.mp4 235MB 13. Wall Textures/4. Coding the Wall Texture Mapping.mp4 232MB 3. 2D Map and Player Movement/2. Implementing the Map Class.mp4 227MB 5. Rendering Wall Projection/3. Visualizing the Wall Projection.mp4 225MB 15. Refactoring the SDL Graphics Code/1. Working with a Full Screen Window.mp4 218MB 3. 2D Map and Player Movement/4. Coding the Player Movement.mp4 208MB 13. Wall Textures/10. Loading External PNG Files.mp4 202MB 4. Casting Rays/2. Implementing Ray Increments.mp4 187MB 12. Wall Projection/1. Creating the Wall Projection.mp4 182MB 4. Casting Rays/5. Finding Vertical Intersections.mp4 178MB 4. Casting Rays/1. Defining the Field of View.mp4 177MB 3. 2D Map and Player Movement/1. Defining the 2D Map Grid.mp4 173MB 4. Casting Rays/3. Finding Wall Intersections.mp4 170MB 13. Wall Textures/3. Mapping Textures to Wall.mp4 165MB 13. Wall Textures/5. Working with Multiple Textures.mp4 163MB 10. Ray casting in C/3. Translating Vertical Intersection Code to C.mp4 159MB 7. Starting our C Project/5. Creating a SDL Window.mp4 155MB 1. Introduction and Motivations/3. Raycasting or Raytracing.mp4 147MB 13. Wall Textures/6. Implementing Multiple Textures in our Code.mp4 145MB 8. Creating a Game Loop/1. Implementing a Game Loop.mp4 145MB 3. 2D Map and Player Movement/3. Player Movement.mp4 142MB 15. Refactoring the SDL Graphics Code/5. Creating a Separate Map Header File.mp4 137MB 17. Finishing Touches/4. Wall Texture Color Intensity.mp4 136MB 8. Creating a Game Loop/3. Using a Delay Function.mp4 136MB 13. Wall Textures/7. Fixed-Size Data Types.mp4 135MB 10. Ray casting in C/2. Translating Horizontal Intersection Code to C.mp4 133MB 1. Introduction and Motivations/2. An Overview of the Raycasting Algorithm.mp4 132MB 4. Casting Rays/7. Coding the Horizontal Wall Hit.mp4 130MB 3. 2D Map and Player Movement/6. Map Collision.mp4 129MB 9. SDL Map and Player Movement/1. Drawing the 2D Map with SDL.mp4 125MB 15. Refactoring the SDL Graphics Code/6. Creating a Separate Ray & Player Header File.mp4 119MB 9. SDL Map and Player Movement/2. SDL Input Events and Player Movement.mp4 117MB 10. Ray casting in C/1. The Ray Struct and the FOV.mp4 117MB 5. Rendering Wall Projection/7. Flat-Shaded Walls.mp4 115MB 7. Starting our C Project/6. SDL Rendering and Event Polling.mp4 108MB 4. Casting Rays/9. Fixing the Intersection Offset Error.mp4 107MB 7. Starting our C Project/7. Rendering SDL Rectangles.mp4 104MB 11. The Color Buffer/2. Color Buffer Code.mp4 101MB 13. Wall Textures/9. Libraries to Decode PNG Files.mp4 91MB 7. Starting our C Project/4. Configuring Visual Studio on Windows.mp4 91MB 8. Creating a Game Loop/2. Fixing Our Game Loop Time Step.mp4 90MB 5. Rendering Wall Projection/6. Coding Distance-Based Wall Transparency.mp4 76MB 10. Ray casting in C/4. Rendering the Rays.mp4 75MB 5. Rendering Wall Projection/2. Displaying a Minimap.mp4 71MB 14. Angle Increment Distortion/3. Fixing the Angle Increment Distortion.mp4 68MB 17. Finishing Touches/5. Implementing Texture Color Intensity.mp4 66MB 17. Finishing Touches/1. Separate Wall Projection Header File.mp4 65MB 1. Introduction and Motivations/4. Raycasting Limitations.mp4 64MB 13. Wall Textures/2. Creating a Texture Manually.mp4 60MB 7. Starting our C Project/3. Creating a Makefile.mp4 59MB 14. Angle Increment Distortion/1. Activity A Small Field of View Distortion.mp4 48MB 6. Completing the JavaScript Project/2. Finishing our JavaScript Prototype.mp4 40MB 16. Rendering Lines/4. Coding the DDA Line Algorithm.mp4 38MB 17. Finishing Touches/2. Creating a Type for Color Values.mp4 37MB 11. The Color Buffer/3. Freeing Allocated Resources.mp4 34MB 12. Wall Projection/3. Implementing Ceiling and Floor Colors.mp4 31MB 17. Finishing Touches/3. Sending Parameters by Reference.mp4 28MB 12. Wall Projection/2. Activity Ceiling and Floor Colors.mp4 23MB 9. SDL Map and Player Movement/4. Wall Collision.mp4 23MB 13. Wall Textures/8. Using Fixed-Size Integer Data Types.mp4 21MB 15. Refactoring the SDL Graphics Code/4. Drawing Rectangles in the Color Buffer.mp4 16MB 18. Bonus Lecture/1. Discount on Our Other Courses.mp4 14MB 18. Bonus Lecture/1.1 Discount-Codes-Raycasting.pdf 240KB 17. Finishing Touches/2.1 raycasting.zip 194KB 17. Finishing Touches/5.1 raycasting.zip 194KB 16. Rendering Lines/4.1 raycasting.zip 194KB 17. Finishing Touches/1.1 raycasting.zip 194KB 15. Refactoring the SDL Graphics Code/6.1 raycasting.zip 193KB 15. Refactoring the SDL Graphics Code/5.1 raycasting.zip 191KB 15. Refactoring the SDL Graphics Code/4.1 raycasting.zip 191KB 15. Refactoring the SDL Graphics Code/2.1 raycasting.zip 190KB 15. Refactoring the SDL Graphics Code/1.1 raycasting.zip 190KB 14. Angle Increment Distortion/3.1 raycasting.zip 190KB 13. Wall Textures/10.1 raycasting.zip 190KB 13. Wall Textures/8.1 raycasting.zip 163KB 13. Wall Textures/6.1 raycasting.zip 163KB 13. Wall Textures/4.1 raycasting.zip 137KB 12. Wall Projection/3.1 raycasting.zip 136KB 12. Wall Projection/1.1 raycasting.zip 136KB 11. The Color Buffer/2.1 raycasting.zip 136KB 11. The Color Buffer/3.1 raycasting.zip 136KB 10. Ray casting in C/4.1 raycasting.zip 136KB 10. Ray casting in C/1.1 raycasting.zip 135KB 9. SDL Map and Player Movement/4.1 raycasting.zip 135KB 9. SDL Map and Player Movement/2.1 raycasting.zip 135KB 7. Starting our C Project/5.1 raycasting.zip 135KB 9. SDL Map and Player Movement/1.1 raycasting.zip 135KB 8. Creating a Game Loop/3.1 raycasting.zip 134KB 8. Creating a Game Loop/2.1 raycasting.zip 134KB 7. Starting our C Project/7.1 raycasting.zip 133KB 6. Completing the JavaScript Project/1.1 raycasting.zip 131KB 4. Casting Rays/8.1 raycasting.zip 129KB 4. Casting Rays/6.1 raycasting.zip 129KB 5. Rendering Wall Projection/6.1 raycasting.zip 129KB 5. Rendering Wall Projection/4.1 raycasting.zip 129KB 4. Casting Rays/2.1 raycasting.zip 128KB 5. Rendering Wall Projection/7.1 raycasting.zip 128KB 6. Completing the JavaScript Project/2.1 raycasting.zip 128KB 3. 2D Map and Player Movement/6.1 raycasting.zip 128KB 5. Rendering Wall Projection/3.1 raycasting.zip 128KB 3. 2D Map and Player Movement/5.1 raycasting.zip 128KB 3. 2D Map and Player Movement/4.1 raycasting.zip 128KB 4. Casting Rays/9.1 raycasting.zip 128KB 3. 2D Map and Player Movement/2.1 raycasting.zip 128KB 5. Rendering Wall Projection/2.1 raycasting.zip 127KB 15. Refactoring the SDL Graphics Code/2. Removing SDL Global Variables.srt 46KB 13. Wall Textures/10. Loading External PNG Files.srt 43KB 11. The Color Buffer/1. Color Buffer.srt 41KB 15. Refactoring the SDL Graphics Code/1. Working with a Full Screen Window.srt 36KB 4. Casting Rays/6. Finding the First Intersection with the Map Cell.srt 34KB 4. Casting Rays/4. Finding Horizontal Intersections.srt 32KB 16. Rendering Lines/3. Rasterizing Lines.srt 31KB 7. Starting our C Project/5. Creating a SDL Window.srt 30KB 3. 2D Map and Player Movement/4. Coding the Player Movement.srt 29KB 4. Casting Rays/8. Coding the Vertical Wall Hit.srt 29KB 2. A Quick Trigonometry Review/1. Quick Trigonometry Review.srt 26KB 13. Wall Textures/4. Coding the Wall Texture Mapping.srt 25KB 9. SDL Map and Player Movement/1. Drawing the 2D Map with SDL.srt 24KB 15. Refactoring the SDL Graphics Code/5. Creating a Separate Map Header File.srt 23KB 15. Refactoring the SDL Graphics Code/6. Creating a Separate Ray & Player Header File.srt 22KB 5. Rendering Wall Projection/1. Wall Projection.srt 22KB 12. Wall Projection/1. Creating the Wall Projection.srt 22KB 4. Casting Rays/2. Implementing Ray Increments.srt 22KB 3. 2D Map and Player Movement/2. Implementing the Map Class.srt 22KB 11. The Color Buffer/2. Color Buffer Code.srt 22KB 10. Ray casting in C/2. Translating Horizontal Intersection Code to C.srt 21KB 16. Rendering Lines/1. The Line Equation.srt 21KB 13. Wall Textures/6. Implementing Multiple Textures in our Code.srt 21KB 5. Rendering Wall Projection/3. Visualizing the Wall Projection.srt 19KB 7. Starting our C Project/3. Creating a Makefile.srt 19KB 10. Ray casting in C/3. Translating Vertical Intersection Code to C.srt 19KB 7. Starting our C Project/4. Configuring Visual Studio on Windows.srt 19KB 5. Rendering Wall Projection/4. Fixing the Fishbowl Distortion.srt 19KB 1. Introduction and Motivations/1. Introduction and Learning Outcomes.srt 18KB 14. Angle Increment Distortion/2. Understanding the Angle Increment Distortion.srt 18KB 7. Starting our C Project/1. First Steps in C.srt 18KB 9. SDL Map and Player Movement/2. SDL Input Events and Player Movement.srt 18KB 7. Starting our C Project/6. SDL Rendering and Event Polling.srt 17KB 17. Finishing Touches/6. Look Up Tables.srt 17KB 13. Wall Textures/1. Representing Textures in Memory.srt 16KB 13. Wall Textures/9. Libraries to Decode PNG Files.srt 16KB 2. A Quick Trigonometry Review/2. Quick Radians Review.srt 15KB 4. Casting Rays/7. Coding the Horizontal Wall Hit.srt 15KB 5. Rendering Wall Projection/7. Flat-Shaded Walls.srt 15KB 17. Finishing Touches/1. Separate Wall Projection Header File.srt 14KB 10. Ray casting in C/1. The Ray Struct and the FOV.srt 13KB 4. Casting Rays/1. Defining the Field of View.srt 13KB 3. 2D Map and Player Movement/6. Map Collision.srt 12KB 8. Creating a Game Loop/2. Fixing Our Game Loop Time Step.srt 12KB 8. Creating a Game Loop/3. Using a Delay Function.srt 12KB 3. 2D Map and Player Movement/1. Defining the 2D Map Grid.srt 12KB 4. Casting Rays/3. Finding Wall Intersections.srt 12KB 10. Ray casting in C/4. Rendering the Rays.srt 12KB 4. Casting Rays/5. Finding Vertical Intersections.srt 11KB 17. Finishing Touches/4. Wall Texture Color Intensity.srt 11KB 4. Casting Rays/9. Fixing the Intersection Offset Error.srt 11KB 13. Wall Textures/5. Working with Multiple Textures.srt 11KB 14. Angle Increment Distortion/3. Fixing the Angle Increment Distortion.srt 11KB 1. Introduction and Motivations/3. Raycasting or Raytracing.srt 11KB 7. Starting our C Project/7. Rendering SDL Rectangles.srt 11KB 13. Wall Textures/3. Mapping Textures to Wall.srt 10KB 13. Wall Textures/2. Creating a Texture Manually.srt 10KB 1. Introduction and Motivations/2. An Overview of the Raycasting Algorithm.srt 10KB 17. Finishing Touches/2. Creating a Type for Color Values.srt 10KB 8. Creating a Game Loop/1. Implementing a Game Loop.srt 9KB 3. 2D Map and Player Movement/3. Player Movement.srt 9KB 13. Wall Textures/7. Fixed-Size Data Types.srt 9KB 17. Finishing Touches/5. Implementing Texture Color Intensity.srt 8KB 5. Rendering Wall Projection/2. Displaying a Minimap.srt 8KB 11. The Color Buffer/3. Freeing Allocated Resources.srt 7KB 14. Angle Increment Distortion/1. Activity A Small Field of View Distortion.srt 7KB 5. Rendering Wall Projection/6. Coding Distance-Based Wall Transparency.srt 7KB 17. Finishing Touches/3. Sending Parameters by Reference.srt 7KB 16. Rendering Lines/4. Coding the DDA Line Algorithm.srt 6KB 1. Introduction and Motivations/4. Raycasting Limitations.srt 5KB 9. SDL Map and Player Movement/4. Wall Collision.srt 4KB 15. Refactoring the SDL Graphics Code/4. Drawing Rectangles in the Color Buffer.srt 4KB 13. Wall Textures/8. Using Fixed-Size Integer Data Types.srt 3KB 6. Completing the JavaScript Project/2. Finishing our JavaScript Prototype.srt 3KB 12. Wall Projection/3. Implementing Ceiling and Floor Colors.srt 3KB 12. Wall Projection/2. Activity Ceiling and Floor Colors.srt 2KB 18. Bonus Lecture/1. Discount on Our Other Courses.srt 1KB 15. Refactoring the SDL Graphics Code/3. Activity Drawing Rectangles.html 1KB 7. Starting our C Project/2. A Quick Warning for Windows Developers.html 987B 6. Completing the JavaScript Project/1. Activity Colored Walls.html 923B 3. 2D Map and Player Movement/5. Activity Implementing Map Collision.html 662B 5. Rendering Wall Projection/5. Activity Distance-Based Wall Transparency.html 595B 16. Rendering Lines/2. Activity Popular Line Drawing Algorithms.html 410B 9. SDL Map and Player Movement/3. Activity Implementing Map Collision in C.html 327B 2. A Quick Trigonometry Review/3. Quiz Trigonometry Functions.html 123B