Code-It-Yourself! First Person Shooter (Quick and Simple C++)

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  • เผยแพร่เมื่อ 8 ก.ย. 2024

ความคิดเห็น • 1.6K

  • @Zeptonixmusic
    @Zeptonixmusic 4 ปีที่แล้ว +2396

    -So... Which game engine do you use?
    -It's complicated.

    • @dcboules9695
      @dcboules9695 3 ปีที่แล้ว +18

      Zsh

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว +76

      "Where we're going, we won't need engines."

    • @clamato2010
      @clamato2010 3 ปีที่แล้ว +5

      This is a basic engine

    • @noahnolte7288
      @noahnolte7288 3 ปีที่แล้ว +20

      @@clamato2010 no, it's a c++ engine

    • @TheSecretDev
      @TheSecretDev 3 ปีที่แล้ว +3

      @@noahnolte7288 ha ha ha ha ha *slow clap*

  • @MrsRollerTwister
    @MrsRollerTwister 5 ปีที่แล้ว +2804

    me: today i force command line to say hello world
    this guy:

    • @andreasrs69
      @andreasrs69 5 ปีที่แล้ว +16

      MrRollerTwister „Easy“ „fast“

    • @Pau_Pau9
      @Pau_Pau9 5 ปีที่แล้ว +23

      Is this "hello world" program of yours interdimensional portal program to transport yourself outside of bounds of our time and space??
      My mind is blown!!..

    • @ChumX100
      @ChumX100 5 ปีที่แล้ว +45

      echo "hello world"
      * computer crashes *

    • @buckyBitBoy
      @buckyBitBoy 5 ปีที่แล้ว

      LMAO

    • @technoguyx
      @technoguyx 5 ปีที่แล้ว +10

      Ah yes. Enslaved command line

  • @jmanaa9969
    @jmanaa9969 4 ปีที่แล้ว +551

    Finally, a game my shitty laptop can run

    • @adamhostetler7873
      @adamhostetler7873 4 ปีที่แล้ว +9

      LMAO

    • @d-o-n-u-t
      @d-o-n-u-t 4 ปีที่แล้ว +23

      Are you sure? The minimum spec is 2 kb of memory, so I can’t run it...

    • @skalex055
      @skalex055 4 ปีที่แล้ว +5

      Hold in there!
      Its rough

    • @m4rt_
      @m4rt_ 3 ปีที่แล้ว +6

      It can always run doom
      Annything can run doom

  • @miscelaneasdealguem
    @miscelaneasdealguem 5 ปีที่แล้ว +958

    You're the Bob Ross of game programming

  • @dumbasstransgirllol46
    @dumbasstransgirllol46 5 ปีที่แล้ว +684

    The new Doom Eternal Gameplay trailer looks dope.

    • @stspapergenius
      @stspapergenius 3 ปีที่แล้ว +3

      demise ephemeral XD

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว +9

      In 2020, we're using ZOOM Eternal.
      Just killed the boss, what to do next???

    • @aumbhatt5339
      @aumbhatt5339 3 ปีที่แล้ว +1

      @@achtsekundenfurz7876 It's 2021 and the one you killed wasn't the final boss....

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว +1

      @@aumbhatt5339
      Bad news, working at Fakebook now.
      Good news, Zuck is definitely the final boss!

    • @aumbhatt5339
      @aumbhatt5339 3 ปีที่แล้ว +1

      @@achtsekundenfurz7876 lol😆

  • @davidpike766
    @davidpike766 6 ปีที่แล้ว +725

    Your videos are a godsend for a fledgling games programmer who want's to understand the bigger picture and not just leverage what engines give you. Thanks so much, excellent indeed!

    • @javidx9
      @javidx9  6 ปีที่แล้ว +115

      Hi David, Thanks for your kind words! I'm pleased you're finding the videos useful!

    • @iknosabuk
      @iknosabuk 5 ปีที่แล้ว +15

      Yeah, everything starts to make more sense when you understand what happens behind-the-scenes.

    • @xtdycxtfuv9353
      @xtdycxtfuv9353 5 ปีที่แล้ว +5

      javidx9 yeah thanks i really hate unity so this is helpful

    • @_tzman
      @_tzman 4 ปีที่แล้ว +2

      @@javidx9 Is this how actual engines are made or you are using hacks? Don't get me wrong, I enjoyed this video very much; Just curious though!

    • @TimeoutMegagameplays
      @TimeoutMegagameplays 4 ปีที่แล้ว +7

      @@_tzman Not exactly like this, though somewhat like it, take a look at his channel because he has tutorials on how to make a 3d game engine.

  • @brakenthemole2377
    @brakenthemole2377 5 ปีที่แล้ว +330

    This is such an interesting approach of teaching game engine logic.
    I love it, subscribed.

    • @javidx9
      @javidx9  5 ปีที่แล้ว +26

      Hey thanks buddy!

  • @IAmStefanNixdorf
    @IAmStefanNixdorf 4 ปีที่แล้ว +86

    "So you can see, it doesn't look that great" - are you kidding me? This looks awesome. I would play the hell out of a fleshed out game with this aesthetic!

    • @manfrombritain6816
      @manfrombritain6816 3 ปีที่แล้ว

      Pencil whipped ain't far from it. Very surreal

  • @erto6144
    @erto6144 6 ปีที่แล้ว +132

    Came for simple ASCII tutorial... Left with a revision of Vectors :D Great video!

    • @javidx9
      @javidx9  6 ปีที่แล้ว +21

      Thanks Deadlock! Never stop learning!

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว +3

      @@javidx9 I enjoyed your video, but I found a few minor issues with your approach.
      (1) Your logic is a ray-marcher, not a ray-tracer. Ray-marchers excel at very irregular shapes; ray-tracers are for regular shapes, like cubes and grids. That leaves a lot of room for expansion, e.g. columns which are really round rather than a fixed number of polygons. However, for the scope of this grid renderer, it's overkill.
      Criticism is easy, but improvement is hard. So I'd propose to compute how many times the vector has to be applied until it hits a grid line (not necessarily a wall), and then apply constant increments until it hits a wall. For example, if the ray vector is (0.8, 0.6), it would hit the next x grid line after another 1/0.8 = 1.25 vectors and the next y grid line after 1.666... vectors (nice decimals for an engine of a DOOM clone, don't you think???). The other coordinate is the index needed for the collision check in the map matrix.
      These tests could be run either concurrently (keep two running values and update the one that's closer) or separately (compute one, then check the other direction for accidental clipping, e.g. if you missed a corner).
      Actually, scratch the last bit; just do the one with the smaller increment, and if you hit something, check if the other direction hit something _just_ before that last increment. If you use the smaller increment, the index changes by one if at all, and there's no risk to miss anything in between. In any case, the grid lines are where the walls are, so two lines (or two columns) can cause a hit.
      (2) You had both an "emergency exit" based on depth (fDistanceToWall) and one based on x and y coordinates, and then a third one by putting #'s at all borders. That's overkill. You could use x and y coordinates alone; when a ray leaves the map, it won't come back. Or maybe only use the depth check if you want to render outside views of the map.
      (3) You can interpolate the vectors linearly from left to right edge; that avoids the "fish-eye" effect as seen at 23:02, which would be more pronounced in a graphics mode. Fewer sin/cos computations should result in a minor but measurable speed-up.
      (4) To detect the edges, I'd fill an array of "x , y , type" entries before drawing. x and y would be the respective coordinates of the feature detected, and type would be WallX, WallY, or null. I'd populate that array and then scan adjacent entries for differences. If two adjacent entries are different (e.g. different coordinates, as it happens from one segment of wall to the next, or different types of wall, as it happens at a corner), AND neither is null, I'd set the type of both to null. WallX and WallY would be drawn like you did, and null would be the variant with a black "wall" segment, i.e. nShade = ' '. That would eliminate the inner loop (the one that's run 3x3 times per column) and result in higher FPS. As an added bonus, the boundary is always 2 pixels wide, not sometimes 2 and sometimes 3.
      With REAL graphics, I'd use a different approach: compute the exact (x,y) coordinates of the hit (btw: one of them is an integer), and then compute the distance to the point where x and y are rounded to integers. That distance could then be used to shade the wall; if it's zero, black, if it's >=delta (a value around 0.02 should look OK), default brightness (modified by other factors like distance), and if it's

    • @saxidia919
      @saxidia919 3 ปีที่แล้ว +1

      like it or not this man spittin fax rn

  • @NicholasMaietta
    @NicholasMaietta 4 ปีที่แล้ว +43

    I feel like a magician just revealed his best magic trick. This is awesome.

  • @3DSage
    @3DSage 6 ปีที่แล้ว +156

    Thank you so much for making this video. I love how you explain everything and how simple you made this.

    • @javidx9
      @javidx9  6 ปีที่แล้ว +8

      Thanks 3DSage, no problem!

    • @mr.coolio4321
      @mr.coolio4321 3 ปีที่แล้ว +1

      Well if it isnt the main man himself

    • @ownag.e
      @ownag.e 2 ปีที่แล้ว

      nah man I still didn't understand

  • @Cjduyck
    @Cjduyck 5 ปีที่แล้ว +38

    Really enjoyed this! I'm a second year Computer Science student at University right now. This amount of explanation was perfect for someone at my experience level.

    • @javidx9
      @javidx9  5 ปีที่แล้ว +5

      Thats really cool to hear Rosco, thanks man!

  • @yakinbama
    @yakinbama 5 ปีที่แล้ว +93

    Dude, you are RIDICULOUS! By far the best TH-cam channel I've seen. Thanks for doing this for us hobbyist-type programmers. Your work is very much appreciated!

  • @ajitbansal5120
    @ajitbansal5120 3 ปีที่แล้ว +19

    Sometimes I mean “rarely” TH-cam recommendations churns out gold content.. I am glad I found this ..subscribed

  • @scatheroy
    @scatheroy 5 ปีที่แล้ว +36

    I absolutely loved this. Elegant and wonderful solution, and goes a long way to demystifying some concepts that are very confusing for younger coders who are excited about game programming. I will absolutely share this with my students.
    What a great resource :) Thank you!

    • @javidx9
      @javidx9  5 ปีที่แล้ว +7

      Hey thanks! In one comment you've summed up what Im trying to do with all these videos. Very much appreciated!

    • @ghulamfariddev
      @ghulamfariddev 5 ปีที่แล้ว +1

      @@javidx9 Hi. My friend send me this video link . I subscribed your channel to learn from you. I love programming and am excited to have knowledge about programming.
      What IDE you used for coding?

    • @Raphipod
      @Raphipod 4 ปีที่แล้ว

      Ghulam Farid Visual Studio. You can get the newest community version for free on Microsoft’s website

    • @jodazague8333
      @jodazague8333 3 ปีที่แล้ว

      @@ghulamfariddev He is using Visual Studio

  • @hackdesigner
    @hackdesigner 5 ปีที่แล้ว +560

    4:20 "I've got criticized but I don't care" - respect!

    • @xenonxi7564
      @xenonxi7564 5 ปีที่แล้ว +25

      I see what you did there with 4:20

    • @minsin56
      @minsin56 5 ปีที่แล้ว +14

      @@xenonxi7564 he used while(1) instead of while(true)

    • @abdulalhazred5924
      @abdulalhazred5924 5 ปีที่แล้ว +42

      he should have used while (!false)

    • @Tekner436
      @Tekner436 5 ปีที่แล้ว +31

      @@abdulalhazred5924 while(420 == 420)

    • @shelletonianhuman
      @shelletonianhuman 5 ปีที่แล้ว +11

      while(0

  • @fablestold8722
    @fablestold8722 6 ปีที่แล้ว +61

    doesn't look great... it looks amaaaaazzziiing! beautiful work

    • @javidx9
      @javidx9  6 ปีที่แล้ว +11

      :-D Thank's Norm! ASCII FTW!

  • @avananana
    @avananana 5 ปีที่แล้ว +32

    And here I am, having trouble making a Snake replica in Processing. God damn well done.

  • @hakancolakoglu5796
    @hakancolakoglu5796 5 ปีที่แล้ว +6

    19:17 I love it when he turns to the camera all of a sudden, explain and get back to work again. He is like "We'll need to do the same thing" and I cannot do anything but giving him a thumbs up because I have no idea about such coding yet it is fun to watch ahah

  • @damiandassen7763
    @damiandassen7763 6 ปีที่แล้ว +251

    37:00 i have noticed a little problem. the world is rendered in mirror image. if you turn right in the game and walk foreward, the map shows that you have turned left and walked foreward.
    i fixed it by changing this line 199 (line 257 in github) into
    screen[(ny + 1) * nScreenWidth + nx] = map[ny * nMapWidth + (nMapWidth - nx - 1)];
    and line 202 (line 259 in github) into
    screen[((int)fPlayerY + 1) * nScreenWidth + (int)(nMapWidth - fPlayerX)] = 'P';
    these changes mirror the map and they mirror the player's position on the map and thus everything works correct.
    btw it was a helpfull and great video

    • @javidx9
      @javidx9  6 ปีที่แล้ว +149

      You are correct Damian, I think this may have been addressed elsewhere in these comments. A little mistake (out of many) on my part. I'm pleased you enjoyed the video!

    • @Karsteski
      @Karsteski 5 ปีที่แล้ว +12

      Thank you so much for posting this comment!

    • @rswindol
      @rswindol 4 ปีที่แล้ว

      I fixed this by setting the fFOV variable to negative. I noticed the fix when dicking around with the fov in realtime in engine.

    • @vitalydushkin
      @vitalydushkin 4 ปีที่แล้ว +25

      You didn't fix anything. Your solution just mirrors the map, which is incorrect. All you need to do is replace cosf to sinf and sinf to cosf everywhere like so:
      playerX += cosf(playerAngle) * 5.0f * elapsedTimeCount;
      playerY += sinf(playerAngle) * 5.0f * elapsedTimeCount;
      if (map[(int)playerY * mapWidth + (int)playerX] == '#')
      {
      playerX -= cosf(playerAngle) * 5.0f * elapsedTimeCount;
      playerY -= sinf(playerAngle) * 5.0f * elapsedTimeCount;
      }
      It will render everything according to map.

  • @PunisherSamo
    @PunisherSamo 5 ปีที่แล้ว +17

    For anyone who is strugling with not appearing wall after shading floor, just take a look at condition if(y < nCeiling) at time 24:20 it will be changed to y

    • @Nob1ej0n
      @Nob1ej0n 5 ปีที่แล้ว

      Is that what it was?! I toyed around for about 10 minutes trying to figure that out. Noticed that change, made it, messed around some more, then it finally worked. I must have messed something else up in the mean time for that not to fix my problem.
      Also there were a couple missing includes:
      #include // for vector
      #include // for sort

    • @PunisherSamo
      @PunisherSamo 5 ปีที่แล้ว

      @@Nob1ej0n yep that was it..I spend with this like 20 minutes...

    • @anonymoususer7663
      @anonymoususer7663 3 ปีที่แล้ว

      Really?!? I simply changed nShade to nWallShade to shade wall and nFloorShade to shade floor and also got it to work. I figured it was nShade value confusion. 🤦‍♂️ still works! But your fix was way easier than my fix. You simply found the missing equal sign. I added in an entire extra variable.

    • @anonymoususer7663
      @anonymoususer7663 3 ปีที่แล้ว

      @@Nob1ej0n it works fine without the vector and algorithm includes so far...until 30:27.

    • @anonymoususer7663
      @anonymoususer7663 3 ปีที่แล้ว +1

      Yep it comes back into view at 33:22. He changes it to y

  • @WinLoveCry
    @WinLoveCry 6 ปีที่แล้ว +86

    This is great work; I've been involved with software for around 20 years+, yet I still found your videos informative, inspiring, and mathematically thought provoking. I've been wrestling with the physics of racing for some time (having developed 3 crude simulations), your videos have just helped me develop some of these ideas. Would love a catchup over Skype sometime! Regards,

    • @javidx9
      @javidx9  6 ปีที่แล้ว +20

      Hi Jamie, glad I could help! I'd love to make a really nitty gritty top-down 2D racing simulation game. I've some algorithms I would like to show this year about racing AI, but the list of things to make vids about never gets shorter :D I checked your Monaco GP vids - nice work! I don't skype, but you're more than welcome to come and chat on the Discord server, it supports DMs too if shouting in public ain't your thing - Jx9

    • @TanjoGalbi
      @TanjoGalbi 5 ปีที่แล้ว +2

      Same here. I've been a long time programmer and am finding these videos informative :)

    • @enricopassoni1
      @enricopassoni1 3 ปีที่แล้ว +1

      Same here

    • @FrostGamingHype
      @FrostGamingHype 2 ปีที่แล้ว

      same leave the exp is 2 years i made 2 game engine's and im working on the 3rd one this video was helpful to remove flicker

  • @justmoritz
    @justmoritz 3 ปีที่แล้ว +9

    I found my new side project: recreating this is a different language. Not translating it, but understanding and writing it myself

    • @tangerian319
      @tangerian319 2 ปีที่แล้ว +2

      Fun fact: I'm doing this project in C# using a writable bit-map as a screen with an... interesting rendered aesthetic as well.

  • @alishacrswartz
    @alishacrswartz 7 ปีที่แล้ว +63

    I'm shook. This is the best thing.

    • @javidx9
      @javidx9  7 ปีที่แล้ว +11

      +Alisha Catherine Renee Swartz err thanks?! I'm too old to know if this is good or bad. But I'll read it as positive!

    • @alishacrswartz
      @alishacrswartz 7 ปีที่แล้ว +11

      it was meant positive :D

    • @javidx9
      @javidx9  7 ปีที่แล้ว +7

      Well in that case, thank you very much! Cheers!

  • @rogershaffer8909
    @rogershaffer8909 4 ปีที่แล้ว +7

    Simply put, this is wonderful! Many kids in the 90s would have loved to have access to your TH-cam channel and knowledge.

    • @javidx9
      @javidx9  4 ปีที่แล้ว +2

      Hey thanks Roger, much appreciated!

  • @KittanBachika
    @KittanBachika 7 หลายเดือนก่อน +2

    just started learning c++ a week ago and your video was my first project so thanks for the great explanation

    • @bernieperales9348
      @bernieperales9348 2 หลายเดือนก่อน

      Same here lol . Did you have any trouble shading the floor?

  • @jordan4220
    @jordan4220 4 ปีที่แล้ว +15

    When using std chrono for timing something like this, use steady_clock instead of system_clock. That way the user changing the date doesn't mess things up. From experience..

  • @maxmustermann-theoutfluenc997
    @maxmustermann-theoutfluenc997 5 ปีที่แล้ว +5

    You have given the Definition of "3D Console Shooter" a new Meaning !

  • @banbazy
    @banbazy 4 ปีที่แล้ว +116

    I am from korea.
    That mean I am not good english yet... :(
    so someday I'll understand this video!
    Thank you for this video

    • @gabe5225
      @gabe5225 3 ปีที่แล้ว +13

      U have coronavirus

    • @rubenuijtde
      @rubenuijtde 3 ปีที่แล้ว +19

      @@gabe5225 you just can't say that.

    • @EpicGamer-ux1tu
      @EpicGamer-ux1tu 3 ปีที่แล้ว +7

      @@gabe5225 dude cmon :D

    • @banbazy
      @banbazy 3 ปีที่แล้ว +19

      @@gabe5225 thx man.

    • @zt242
      @zt242 3 ปีที่แล้ว +10

      @@banbazy hey, don't listen to him. Best of luck with learning english!

  • @jimarious6616
    @jimarious6616 4 ปีที่แล้ว +1

    This is a more geometrically correct way of finding the size of the ceiling and makes the depth seem more realistic:
    int nCeiling = ((float)nScreenHeight - (float)nScreenHeight / fDistanceToWall) / 2.0;

  • @skf957
    @skf957 3 ปีที่แล้ว +4

    Very well presented, thank you. I'm just starting out with C++ and this video has helped put the "what is possible" into context.

  • @blaise6355
    @blaise6355 3 ปีที่แล้ว +15

    He also put in the title, Quick and Simple C++. Nice try

  • @UnprotectedDesignFlaw
    @UnprotectedDesignFlaw 5 ปีที่แล้ว +17

    I wanted to do this when I started programming, never found out how.
    This was in back in 1998 or '99.
    Oh, the memories...

    • @moileung
      @moileung 4 ปีที่แล้ว +2

      SAme here bro. Fuck programming. It's hard. Might as well learn to cook food and learn how to dance like Michael Jackson. My wife and son might be even be pleased.

    • @nonsudunk
      @nonsudunk 4 ปีที่แล้ว +2

      @@moileung But the kid is not my son

    • @higtmance3641
      @higtmance3641 4 ปีที่แล้ว

      @@moileung Its not hard. Its just like learning anything else

    • @firmware-jh5vk
      @firmware-jh5vk 3 ปีที่แล้ว

      Iess exactly. It was difficult then because of the lack of how-to but still possible. I remember the tables of Turbo C/C++, good ol days.....now i feel old.

    • @UnprotectedDesignFlaw
      @UnprotectedDesignFlaw 3 ปีที่แล้ว

      @@firmware-jh5vk welcome to the club, grab a cold one and enjoy being old like the rest of us

  • @jonathanmoore5619
    @jonathanmoore5619 4 ปีที่แล้ว +4

    Love the random "clunking" around... Dropping stuff etc. Beautiful. Excellent video. You're a saint 😇 for putting this stuff together. Very useful. Thanks for posting.

    • @javidx9
      @javidx9  4 ปีที่แล้ว

      lol, we're all just human XD

  • @viktorkav8191
    @viktorkav8191 4 ปีที่แล้ว +7

    I wish one day I can explain myself as clearly and skillfully as you do. One of the best youtubers I've seen, and the best programming teacher too. You should totally write a book!

    • @javidx9
      @javidx9  4 ปีที่แล้ว +2

      lol thanks Viktor, maybe...

    • @vrtexxradiation
      @vrtexxradiation 9 หลายเดือนก่อน

      @@javidx9well, 4 years later, we haven't got a book.

  • @thelaststanding97
    @thelaststanding97 2 ปีที่แล้ว +1

    I don't study English well so it's a bit difficult for me to understand, but after listening to it a few times, I realize that you teach really clearly and easily!!!
    Much respecttt!!!

  • @pdschumy
    @pdschumy 5 ปีที่แล้ว +3

    Thoroughly enjoyed it :) ! Thanks much for posting this great video... best part I like about it is the gradual progression/improvement you show (rather than showing off the final version of the game at the get go). And for anyone trying this out along side the video : kindly note that the sin and cosine are mixed up (this can be identified by thinking about where the origin is and where the X and Y axis are). Once you fix that, all the inversions/mirror image issues get sorted out. Also one thing I changed is to use unicode characters →, ←, ↑, ↓ - instead of just a 'P' for the player (this helps with orientation).

  • @michaelhunt6313
    @michaelhunt6313 5 ปีที่แล้ว +25

    I'll save you the time, he is a wizard!!!

  • @ericnichols9223
    @ericnichols9223 5 ปีที่แล้ว +4

    Amazing video! When I was a kid in elementary school in the 1980s I loved the game "The Bard's Tale" but was frustrated that you could only turn by 90-degree increments and move by unit steps. I imagined coding up an engine like this to allow smooth movement and rotation, and asked my elementary school teacher to teach me trigonometry, because I knew it was required to do the geometry required for the 3D effect. Alas, my teacher said she didn't know trig.... How I wish I had access to this video back then! It's exactly what I had imagined doing myself on my Commodore 64, back in the pre-Wolfenstein days.
    I agree with you -- would be neat to see if this engine could perform fast enough on old hardware like that to be playable. Anyway, thanks for your videos and your clear instruction style.

    • @javidx9
      @javidx9  5 ปีที่แล้ว +2

      Hey thanks Eric, much appreciated. I had a quick go trying this on my BBC Micro B+. I think it can do it, but I'll need to dip into assembly :D

  • @uuu12343
    @uuu12343 5 ปีที่แล้ว +6

    YES
    thank you for this, a pure c++ project that i can do using just pure c++

  • @UraYukimitsu
    @UraYukimitsu 5 ปีที่แล้ว +17

    Around 10:40, since you're already calculating the sine and cosine of your angle to make the unit vector you might as well use simple trigonometry to get your distance to the wall. I would be something like (not actual code but you get the idea)
    distanceToWall = abs(playerX-wallX)/cos(angleBetweenRayAndVerticalAxis); //For horizontal (angle between -45° and +45° to the horizontal axis) rays
    or
    distanceToWall = abs(playerY-wallY)/cos(angleBetweenRayAndHorizontalAxis); //For vertical rays

    • @javidx9
      @javidx9  5 ปีที่แล้ว +18

      Hi Ura I see what you are saying, bu the problem is I dont know where wallX and wallY are, unless I compute this for every possible wall and then sort them somehow. Also, wallX is not a single value for any given wall in this case. An alternative approach which is kind of similar to what you are suggesting is horizontal wall following, where you identify the wall on the left of the FOV, and then follow the geometry around until you fall of the right FOV. This way you can calculate the distances you need algorithmically, but you need to partition space in fun ways to make this optimal.

    • @desktorp
      @desktorp 5 ปีที่แล้ว +10

      man you guys are smart

    • @Behdad47
      @Behdad47 5 ปีที่แล้ว +1

      @@desktorp %87 is their experience in the field.

  • @NagasakiNightmare
    @NagasakiNightmare ปีที่แล้ว +1

    I'd just like to say thanks again for this. As a project for myself, I translated this program to Python a couple of years ago. It taught me a great deal. I plan to go through this video with my son, who is starting to learn C++ for his degree program. You're an inspiration.

  • @cigolsimons1768
    @cigolsimons1768 5 ปีที่แล้ว +4

    Fantastic video my man! You explained everything perfectly and I followed it to the end, I have no previous experience in graphics programming but this all made sense to me.

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Hey thanks Cigol, thats great feedback!

  • @TinyDeskEngineer
    @TinyDeskEngineer 2 ปีที่แล้ว +1

    A command-line based 3D renderer is probably the only 3D renderer I'll actually be able to figure out how to make from scratch in the next 30 years. And it'll probably still take forever.

  • @Mrwiseguy101690
    @Mrwiseguy101690 3 ปีที่แล้ว +3

    Very cool! You can probably change the 'P' in the map to '>', '/\', '

    • @javidx9
      @javidx9  3 ปีที่แล้ว +3

      Almost, though I'd use '^' for upwards, as its a single character

    • @Mrwiseguy101690
      @Mrwiseguy101690 3 ปีที่แล้ว +1

      @@javidx9 Ah very true!

  • @Sruggs
    @Sruggs 2 ปีที่แล้ว +2

    I’m so glad I found this video. I’ve been doing C++ for quite some time now and I always wondered how to do some of the things explained so nicely in this video! Subscribed and liked!:)

  • @volodymyrselevertov
    @volodymyrselevertov 4 ปีที่แล้ว +4

    looking at this graphic in the terminal , I remember my first game shooter for sega 16 bit, that was amazing :)

  • @_CazaBobos
    @_CazaBobos 4 ปีที่แล้ว +1

    I did the strafing by adding + o - pi/2 to the sin and the cos argument. Works amazingly

  • @kingzeeb319
    @kingzeeb319 4 ปีที่แล้ว +3

    If you get an error around 33:35 when trying to run the game it's because he forgot to mention that you need to add:
    #include
    #include

  • @Ribby00
    @Ribby00 3 ปีที่แล้ว +1

    Man, someone on reddit mentioned this channel and I'm glad I checked it out. This channel is a gold mine of great info!

  • @Alkaris
    @Alkaris 3 ปีที่แล้ว +4

    I think this is a good way to teach people programming in C++, to get them into it a lot more easier, instead of throwing them a text book about C++ and having them read it and trying to figure stuff out. Giving them a project to work on to learn it by setting a task of making a 3D FPS simulation of some sort. Some courses of C++ tries to have the learner code a Calculator, which is fine and all, but it's too boring and can be complicated.

    • @javidx9
      @javidx9  3 ปีที่แล้ว +1

      Completely agree

  • @Md-sl2sy
    @Md-sl2sy 11 วันที่ผ่านมา

    Man thank you for this
    I don't even want to build a command line game but ive been looking for an easy to understand raycasting tutorial

  • @jjbb84x
    @jjbb84x 5 ปีที่แล้ว +11

    This man could probably recreate Shin Megami Tensei (SNES) like this in a week!

  • @mishkamcivor409
    @mishkamcivor409 4 ปีที่แล้ว +1

    Managed to use this tutorial to write a graphical version, hopefully this new knowledge will come in handy some day

  • @Bob-zg2zf
    @Bob-zg2zf 5 ปีที่แล้ว +19

    This guy is a fkin genius

  • @XxXKobalXxX
    @XxXKobalXxX 5 ปีที่แล้ว +2

    I've been looking for a video like this for so long! Thank you so much!! This explained and pointed out a good number of concepts that I was interested in.

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Great to hear Kobal!

  • @johntrent018
    @johntrent018 4 ปีที่แล้ว +7

    If this guy can create a prototype of FPS game in a terminal, I can succeed in creating my textual adventure game in terminal, actually in development.

    • @theali8oras274
      @theali8oras274 4 ปีที่แล้ว

      Need a player ? :D

    • @johntrent018
      @johntrent018 4 ปีที่แล้ว

      @@theali8oras274 Well, for the moment, it's still in development and I'm focusing on core functionalities (command prompt, menus, inventory, moving from a zone to another, quests system, etc...) but I'm willing to distribute my game under GPL license, so I could tell you when it will enter in Beta phases, which won't be for now... ;)

  • @robertfaubion1311
    @robertfaubion1311 ปีที่แล้ว +1

    Your content is so informative, challenging and inspiring. Thanks for all your hard work and keep them coming! If you are ever in Tucson, Arizona, I'll get you some authentic chile con carne on me!

  • @maxkempf7687
    @maxkempf7687 3 ปีที่แล้ว +5

    3:38 "cause i don't want this video to go on for half an hour"

  • @rdkylp
    @rdkylp 5 ปีที่แล้ว

    He is like Bob Ross of coding, I love him! Relaxing, enjoyable and instructive.

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Thank you Arda, I love Bob Ross too!

  • @khrissxander
    @khrissxander 5 ปีที่แล้ว +3

    You are brilliant mister. Your work is quality.

  • @gavin3563
    @gavin3563 3 ปีที่แล้ว

    you're the type of person to answer the questions on stack overflow instead of asking. you're insane man.

  • @moagnor
    @moagnor 5 ปีที่แล้ว +15

    3:30 "... cause i don't want this video to be half an hour". No. Actually, it's 38 minutes... :)
    Anyway. GREAT tutorial. :) I am trying to code this on a C64.

    • @thomasschnettler6063
      @thomasschnettler6063 4 ปีที่แล้ว

      How is it different on there? Doesn't the C64 have different libraries?

    • @devhonking721
      @devhonking721 4 ปีที่แล้ว

      @@thomasschnettler6063 The C64 has BASIC or Assembly so it's different

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว

      6502 assembly is quite limited, too. No sin, no cos, no sqrt in hardware, no FPU at all, heck, not even an integer MUL command! 6502 is basically "Library or f### off" ! At least the CPU is faster than the clock would indicate; 3Dungeon crawl in text should be doable on C64.
      And by now there's probably a decent C even for C64. If there's not, there should at least be a free one for PC with C64 output.

  • @cea_tide417
    @cea_tide417 5 ปีที่แล้ว

    When finding the corners, you could use the dist to integer of x,y instead.
    The corners are integers, so if the place where the ray hit is close to a corner, x and y should be close to a integer too. (x,y is the location the ray hit)
    the ray hit at x,y
    Tolerance is the radius of the circle around the corner. When inside this circle, you hit the corner.
    DistX=min(x - floor(x),ceiling(x) - x)
    DistY=min(y - floor(y),ceiling(y) - y)
    If DistX

  • @BrekMartin
    @BrekMartin 7 ปีที่แล้ว +48

    I suppose top down tetris is out of the question? :D

    • @javidx9
      @javidx9  7 ปีที่แล้ว +14

      :D It's funny, I do have something in the pipeline for this project. Speaking of tetris, your video has inspired me to try a tetris with the smallest memory footprint I can get - basically I'm reducing it all to bitwise ops and karnaugh maps. It's proving to be a great example of information theory, as I compress the tetromino data, naturally, the program expands. Too early for a video yet though.

    • @BrekMartin
      @BrekMartin 7 ปีที่แล้ว +1

      javidx9 The program expands with C, but in a language with bit access it should be under 1k, and monochrome video memory can be the game memory. I did port a bit access Tetris fully this time, but it was too large. The complete C rewrite used little program memory and huge RAM :D the game memory is ASCII like yours, and the mono video memory is extra, such as with your PC, there's probably some huge video RAM busy representing your ASCII on a hi res monitor :D

  • @jwallace6913
    @jwallace6913 ปีที่แล้ว

    I love these. I'm going through every single code-it-yourself video and really enjoy figuring out ways to optimise and add new features to the projects. Such a blast :D thank you

  • @koukiadem
    @koukiadem 5 ปีที่แล้ว +344

    Great Video.. waiting for Fortnite in CMD

    • @javidx9
      @javidx9  5 ปีที่แล้ว +21

      lol thanks Adem!

    • @Kamjue
      @Kamjue 5 ปีที่แล้ว +39

      *_default dances in CMD_*

    • @livestreamundco2537
      @livestreamundco2537 5 ปีที่แล้ว

      Lol

    • @breakfastboi3344
      @breakfastboi3344 5 ปีที่แล้ว +6

      Um
      Ok
      I want code bucks

    • @Cole-ek7fh
      @Cole-ek7fh 5 ปีที่แล้ว +2

      Adem Kouki nobody would do such a horrible thing.

  • @strayedaway19
    @strayedaway19 5 ปีที่แล้ว +1

    You are awesome !!
    Being a noob, I have never done this before and will give it a try.
    If I am successful, it would be the coolest thing I have ever coded.
    Thanks man for a great challenge!

  • @hayoun3
    @hayoun3 5 ปีที่แล้ว +36

    This guy : Quick and Simple
    Me : Hmm. That's good.
    This guy : C++
    Me : Mr stark... I fEeL sO bAD...

    • @sweetberries4611
      @sweetberries4611 5 ปีที่แล้ว +2

      these are tutorials for people who know C++

  • @somebody_2837
    @somebody_2837 ปีที่แล้ว

    This is the type of legendary content I expect from youtube.

  • @undefBehav
    @undefBehav 5 ปีที่แล้ว +3

    genius work javidx9! this actually inspired me to set myself my own challenge to try and do raycasting in javascript using the html5 canvas. i suppose drawing on canvas some fixed-sized rectangles and shading them appropriately with respect to the length of the ray would suffice.

    • @javidx9
      @javidx9  5 ปีที่แล้ว +1

      Thanks Emre, your approach seems sensible to me! Good luck with your project, and be sure to drop a link if you get something up and running!

  • @Originalimoc
    @Originalimoc 4 ปีที่แล้ว

    This surprisingly explained why the same input on some games running at a higher FPS gives more precise control.

  • @shawnthottan4341
    @shawnthottan4341 5 ปีที่แล้ว +4

    You are the best. I'm dumb but I understood the whole thing!

  • @michaelfeldman2938
    @michaelfeldman2938 7 ปีที่แล้ว +1

    Thanks for taking the time to put this together! I learned a lot seeing this style of PFS rendering on such a low level as ascii. Very informative. Will let you know if I manage to get something like this working for myself!

    • @javidx9
      @javidx9  7 ปีที่แล้ว +1

      Thanks Micheal, no problem! I look forward to hearing about your project.

  • @-_-O
    @-_-O 6 ปีที่แล้ว +212

    This could be called "How to play god and recreate the universe ...part 1" :)

    • @jellohunter7981
      @jellohunter7981 5 ปีที่แล้ว +6

      Adam Bradley in the next tutorial he will create animals

    • @djpeterson7479
      @djpeterson7479 5 ปีที่แล้ว +23

      "If you want to make an apple pie from scratch you must first create the universe" - Sagan

    • @achtsekundenfurz7876
      @achtsekundenfurz7876 3 ปีที่แล้ว

      When "JC" means John Carmack...

    • @bobkreme2175
      @bobkreme2175 3 ปีที่แล้ว +1

      in a sense, that's what programing is all about. up to a level that people assume the whole universe is just a simulation.

  • @saeedradmehr1976
    @saeedradmehr1976 6 ปีที่แล้ว +1

    Very well done, thanks for sharing your work, I'd never seen 3D ASCII graphics seeing this job was quite pleasant very much appreciated.

    • @javidx9
      @javidx9  6 ปีที่แล้ว +1

      Hey thanks saeed! I just wanted to show what to do after hello world!

  • @estrobedaaxios2329
    @estrobedaaxios2329 5 ปีที่แล้ว +3

    It looks freaking beautiful 😍

  • @theonewhonevergaveup785
    @theonewhonevergaveup785 5 ปีที่แล้ว +2

    you said you want to make it short but if you make 12 hours video I will watch all and thumbs up, thank you very much

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Lol thats very kind of you, thanks!

  • @user-lv6qm3fj2z
    @user-lv6qm3fj2z 5 ปีที่แล้ว +4

    A new fps on consoles. That's definitely not what I was expecting :D

  • @justgame5508
    @justgame5508 3 ปีที่แล้ว +2

    Where the console game engine and indirectly the pixel game engine began, also where a fantastic community started

  • @SPKRX
    @SPKRX 4 ปีที่แล้ว +6

    This is cool it's like if you were blind but you came up with a way of seeing using math

  • @Sashik
    @Sashik 5 ปีที่แล้ว +2

    I'm not into coding, but this project looks very creative to me. Great job!

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Hey thanks Sashik, I appreciate that!

  • @shot1999
    @shot1999 4 ปีที่แล้ว +9

    normal people: oh he is just coding a first-person shooter
    Me: omg he is entering to the Matrix

  • @pat917
    @pat917 3 ปีที่แล้ว

    this vid helped a lot with getting into cpp thanks

  • @7Andy77
    @7Andy77 5 ปีที่แล้ว +4

    Nice FPS dude (both, frames per second and first person "shooter" too) ;) awesome vid!

    • @javidx9
      @javidx9  5 ปีที่แล้ว +1

      XD Thanks Andy!

    • @ENG-CT4982
      @ENG-CT4982 3 ปีที่แล้ว

      @@javidx9 is this series still going?

    • @javidx9
      @javidx9  3 ปีที่แล้ว

      Well this video had a sequel, then there was ray cast world, so yeah a bit more to go yet

  • @abhirupchowdhury3319
    @abhirupchowdhury3319 5 ปีที่แล้ว +2

    When I saw him code, i liked the video. When he said "can it run crysis" I subscribed.

  • @Quonchon
    @Quonchon 5 ปีที่แล้ว +6

    A friend of mine did a similar engine in Ti basic on his calculator when i was in high school

  • @willybanus7900
    @willybanus7900 4 ปีที่แล้ว

    I can't believe all the things I'm learning with your videos. Many thanks.

  • @3DSage
    @3DSage 6 ปีที่แล้ว +5

    The hit detection and float values are a little too slow for the gba but i'm making progress. You might like to watch my latest video where I built a computer program it with toggle switches in machine code!

    • @javidx9
      @javidx9  6 ปีที่แล้ว

      There are probably some fixed-point hacks you can do to make this all very quick. I will!

    • @3DSage
      @3DSage 6 ปีที่แล้ว +1

      I got it working! It's heavily optimized with no float values and DDA detection. The hit detection is fast but misses the corners. I also have a texture problems caused by the GBA mode 4 drawing two pixels at once. This is what I have so far th-cam.com/video/lMAlYIB7UzE/w-d-xo.html

    • @javidx9
      @javidx9  6 ปีที่แล้ว +1

      Nice! I posted it on the #show-your-stuff page of the discord server

    • @3DSage
      @3DSage 6 ปีที่แล้ว

      Great! Thank you. I didn't know about discord server.

  • @gcewing
    @gcewing 3 ปีที่แล้ว +1

    I have fond memories of Wolfenstein 3D, having reverse-engineered the level format and written a level editor for it on the Mac.

  • @3DSage
    @3DSage 6 ปีที่แล้ว +8

    I program for fun on the Gameboy Advanced and I will send you the port when I have it. :)

    • @javidx9
      @javidx9  6 ปีที่แล้ว +1

      Nice, that would be awesome!

    • @Svabby
      @Svabby 6 ปีที่แล้ว +1

      how do you program for the game boy? I really want to know.

    • @javidx9
      @javidx9  6 ปีที่แล้ว +2

      Hi FallenWolfie, there are a few devkits you can use to compile rom images for emulators. Some are even C based so quite simple to use.

    • @Svabby
      @Svabby 6 ปีที่แล้ว +1

      javidx9 thanks!

  • @bodikzarebumba4911
    @bodikzarebumba4911 4 ปีที่แล้ว

    I wanna say thank you a lot, i needed a nice project for a exam and now i`m writing a shooter basing on your simple game, really thx a lot

  • @mattiviljanen8109
    @mattiviljanen8109 6 ปีที่แล้ว +6

    Please correct me if I'm wrong, but I think the angle rotation direction at both casting the rays and turning the player is not correct. As the player angle increases (17:25 lines 56-60), the player turns counter-clockwise, and when the screen is rendered from left to right (9:18 line 53), the apparent direction is clockwise instead. However; as the rays are projected with increasing angle (9:18 line 56), it is calculating the map counter-clockwise, thus canceling out the error, but leaving turning the player into visually correct direction. The map and the player view don't agree, as seen in for example at 37:08 where the player passes the walls from the left side, but on the map the P passes the #'s from the right side - and that was the thing that caught my attention.

    • @javidx9
      @javidx9  6 ปีที่แล้ว +4

      Hi Matti, you are kind of right. I believe the map is actually either rotated 90 degrees or reflected in x=y, from the player, and as you say, it all cancels itself out. Primarily, this is because I use sin and cos, instead of cos and sin :D So yes there is a discrepancy in there. But that's incredible attention to detail you have - thanks for highlighting it!

    • @Nob1ej0n
      @Nob1ej0n 5 ปีที่แล้ว

      @@javidx9 Yup, swapping those fixed it. Cheers!

  • @anhelido
    @anhelido 5 ปีที่แล้ว +1

    Thanks for the video. By simplifying the graphics part one can abstract better the representation system, so understanding concepts is easier. Great work!

    • @javidx9
      @javidx9  5 ปีที่แล้ว

      Hey Angel and thanks! Thats what this channel is all about so welcome!

  • @davidheremans6978
    @davidheremans6978 5 ปีที่แล้ว +5

    This just showed up in my suggested list, so I might be a little late to the party. :-)
    I just wanted to add some (constructive) criticism.
    The first thing that immediately caught my attention is that your code is prone to the fish-eye perspective problem that most trivial ray-caster fall victim to.
    You can see it when you are looking straight at a wall.
    The wall is closest right in front of you but as the angles increase to the side of the screen, the distance of course get longer so you draw them smaller.
    To fix this you should use the 'player coordinate-system orthogonal distance' to the wall. Simply use the dot-product of the casted ray with the unit vector of your viewing direction vector. This way such wall would be at the same projected distance and will be drawn all with the same height, thus avoiding the fish eye perspective.
    Let's try some ASCII art here for the wall I was talking about
    Your code:
    __...------...__
    --...______...--
    wanted result:
    ----------------
    ----------------
    My second remark: I like the creative solution you use to find the border, but in effect there is a much simpler way. When you look up if the map has an # in it you use the integer part of x and y coordinates and simply ignore the fraction part of those floats. You could however use this fraction as an indication of where the ray hit the boundary of the square on your map. You need to take small steps or do some simple linear interpolation to get your x,y coordinate to fall right on/close enough on the squares edge. If you do this you can use the fraction part to look up the column of a texture wall for instance. Or in your example
    if (fractional-part-x 0.95) and (fractional-part-y 0.95) then bBoundary = true

    • @javidx9
      @javidx9  5 ปีที่แล้ว +1

      Hi David, All feedback is appreciated. The fish eye effect has been discussed by others on this comment thread so I wont dwell on that again :D.
      Your method for boundary isolation is valid, and in fact was my first attempt. But what I found was having the hard constraint like that gave aesthetically undesirable results, walls that were close up look just fine, better even, but walls further away often were not delineated. I suppose the solution is to factor distance into those hard constraints with some 1/distance bias.
      Anyway, excellent feedback, thanks!

  • @andrewrubin1327
    @andrewrubin1327 4 ปีที่แล้ว +1

    Amazing video. I recently discovered your channel, and it’s truly inspiring. Keep up the good work

  • @codywanserski9585
    @codywanserski9585 4 ปีที่แล้ว +4

    3:37 "dont want this video to go on for half an hour"
    video length: 39min

  • @bowenjing3674
    @bowenjing3674 10 หลายเดือนก่อน

    holy gee.... look what I find in 2023
    you are a legendary coder man

  • @joseffus5432
    @joseffus5432 5 ปีที่แล้ว +55

    Only 200 lines? Neat. John Carmack be like ;_;

    • @javidx9
      @javidx9  5 ปีที่แล้ว +25

      lol joseffus, John Carmack is a legend and exceptionally talented thinker though.

    • @joseffus5432
      @joseffus5432 5 ปีที่แล้ว +4

      @@javidx9 And I never doubted this; he is actually one of my idols when it comes to comp science. But imagine him having the rather high-level windows API with handles and stuff that we are nowadays "blessed with" (lol) back in the days, when smooth scrolling was a true milestone.

    • @teranyan
      @teranyan 5 ปีที่แล้ว +7

      John Carmack created all these algorithms that this guy is showing here buddy. This is more pretty much a doom rendering engine that the video is presenting.

    • @hostiusasinhostilityhostil7853
      @hostiusasinhostilityhostil7853 5 ปีที่แล้ว +12

      @CazMatazz "Turbonerds" - wow, I should add that to my insult collection. thnx

  • @nakano15
    @nakano15 5 ปีที่แล้ว +1

    Thanks to this video, I discovered about the Alt key usage on visual studio.