Ray casting Testing (3D)

This is a gamelab built raycasting system based off Griffpatch’s scratch tutorial. I was able to recreate some of scratch’s functions in gamelab to make a slow but sure raycasting system.

The map and coordinate arrays is brute forced code for the map generation, 1s mean walls and 0s mean nothing.

If you want to see the map then go to animation_1 and color the whole block in black and if you want to see the player make a triangle with the top pointing towards the right to see the player.

It is a little slow so if you have any tips please leave them below to make them faster. The core code loop is below the play button scripts about at 150 lines.

To get started just press the play button.

To move the camera with left and right arrow keys, move forward and backward with up and down arrows, and strafe with a and a d keys

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This is very cool, but also very slow, it could be because I’m running this on a Chromebook.

yeah im figuring out a way to make it faster because the main lag is with the raycaster collision being in a while or for loop block.

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