Show HN: Entombed in a Raycaster

(stelabouras.com)

22 points | by stelabouras 2 days ago

2 comments

  • Scapeghost 2 hours ago
    I wish someone would remake this weird game from the C64 that has stayed in my head since forever: Scarabaeus https://www.youtube.com/watch?v=FusuIst21E4
    • kieckerjan 1 hour ago
      I remember being blown away by this game. It was a taste of 3D on the C64 years before The Eidolon and Rescue on Fractalus...
  • krige 3 hours ago
    Ah yes, Lode's raycaster tutorial, the classic writeup keeps generating interesting projects. Such as this one.

    The human ingenuity never ceases to amaze me. Take what's essentially a pong machine with a few extraneous bits and almost no memory, what you can do with it? Apparently racing games, building games, maze games, even honest to god space sims.

    • busfahrer 2 hours ago
      The 2600 VCS is really interesting. It didn't even have a framebuffer, so painting pixels was done scanline by scanline and you had to be done with your scanline in a certain amount of CPU cycles, which meant you had to count them and know which instruction took how long.

      It only had 128 bytes RAM, that's bytes, not KB.

      A real technical marvel is the chess game for the 2600. Since the sprite capabilities were so primitive, they couldn't even draw all pieces in a single scanline, they had to alternate scanlines so that they could even draw all chess pieces, and that's not even mentioning the fact that they somehow made a chess playing algorithm work in 128 Bytes of RAM.

      • amirkhanian 34 minutes ago
        the 128 bytes thing breaks my brain every time. I'm building a city in three.js with ~30k buildings and I get annoyed when a frame takes 20ms on a laptop with gigabytes to spare. counting cycles per scanline is a different sport.