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loren schmidt @lorenschmidt.bsky.social

synopsis post: recently i've been working on a rendering prototype. it's a Wolfenstein style fan raycaster (so CPU, no polygons). it has: displacement mapped walls terrain raycaster floors (entirely different tech, but texturally matched with the walls). (angle constrained) real time shadows

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jun 15, 2025, 1:43 pm • 556 74

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Prince Pandacakes @panduhbuns.bsky.social

jun 15, 2025, 4:07 pm • 3 0 • view
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imphem ❤ @imphem.bsky.social

this is the second wolfenstein style renderer i've seen this week. Is this a sign for me to get back into coding?

jun 16, 2025, 12:31 am • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

were they both me or is someone else doing a raycaster? if the latter, i'd love to see it.

jun 16, 2025, 3:53 am • 0 0 • view
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imphem ❤ @imphem.bsky.social

someone else.

jun 16, 2025, 10:39 am • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

(also yes! if it's calling out to you, by all means do.)

jun 16, 2025, 3:54 am • 0 0 • view
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Ashley ~ 🤍🦔💎 @glassmoth2112.bsky.social

This looks so freaking cool!!!!

jun 16, 2025, 11:49 am • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

thank you so much! it's been really fun to work on and i'm glad people are enjoying it.

jun 16, 2025, 12:11 pm • 1 0 • view
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Gadget Patch @gadgetpatch.bsky.social

Been thinking about visuals like this, after seeing Daniel Schroeder's pseudo-voxelly mesh rendering technique (blog.danielschroeder.me). Love how your raycaster looks, especially the corners! Very cool.

jun 15, 2025, 1:58 pm • 6 0 • view
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loren schmidt @lorenschmidt.bsky.social

oh yes! someone showed me this once. i can't quite tell how it works from the posts- is it creating new geometry which is essentially the surface shell of the heightmap (with crisp edges instead of slopes?). or is it doing something like a raycaster in a shader?

jun 15, 2025, 2:44 pm • 1 0 • view
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Gadget Patch @gadgetpatch.bsky.social

It's hard to say without seeing the source, but from the blog post, I got the sense it was taking a low-fi triangle mesh and displacement map, and dynamically generating and baking the higher-fidelity geometry/normals. If it's purely displacement/shell-based, I can't see how it's hiding the edges!

jun 15, 2025, 2:54 pm • 3 0 • view
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loren schmidt @lorenschmidt.bsky.social

yeah i'd expect some non-right angles if it were purely displacing along a heightmap, and concave + convex corners would have to do some warping.... and if it were purely a displacement mapping-esque shader space solution i'd expect different artifacts. i would love a more technical breakdown.

jun 15, 2025, 2:59 pm • 2 0 • view
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Gadget Patch @gadgetpatch.bsky.social

Same. Wonder if Schroeder would be open to an email?

jun 15, 2025, 3:18 pm • 2 0 • view
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Gerritt “Murder Ballad” McThrill @mcthrill.bsky.social

I'm really curious as to how well this would have run on a 486SX (the PC I used to play the original doom). Also can it handle the more complicated floor layouts from Doom, like the different floor and ceiling heights and such, or is it limited to the Wolf3D type maps?

jun 16, 2025, 7:21 am • 0 0 • view
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Manadono @manadono.bsky.social

😭 it's putting my dungeons to shame noo (very nice 🙂👍 )

jun 15, 2025, 2:31 pm • 3 0 • view
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loren schmidt @lorenschmidt.bsky.social

impossible, as all dungeons are equally true representations of the true spiritual dungeon. ooh i don't think i've seen your dungeon project! have you shared it anywhere?

jun 15, 2025, 2:51 pm • 4 0 • view
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Manadono @manadono.bsky.social

last public build of the old project : manadono.itch.io/you-dont-lik...

jun 15, 2025, 9:10 pm • 1 0 • view
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Harry Bentley @eldritchchinchilla.bsky.social

I've loved watching this develop, very cool.

jun 15, 2025, 3:22 pm • 4 1 • view
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loren schmidt @lorenschmidt.bsky.social

thank you so much!

jun 15, 2025, 4:44 pm • 1 0 • view
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David Williamson @oddballdave.bsky.social

As someone who only has a cursory knowledge of this tech I've enjoyed watching your progress

jun 16, 2025, 5:26 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

thank you! i always really like seeing process in other people's work, so i try to do the same.

jun 16, 2025, 6:54 pm • 1 0 • view
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JTony 🏳️‍🌈 @jtony.com

This is what the redo of Wizardry should have looked like.

jun 15, 2025, 5:46 pm • 1 0 • view
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zaratustra @zaratustra.bsky.social

would it be interesting to have pillar/cylindrical elements?

jun 16, 2025, 12:18 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

i'm very compelled by that! it's on my possible additions list. it's one of the reasons i started doing support for separate e/s/w/n walls so you can do pillars etc. with wraparound textures (maybe from an sdf?).

jun 16, 2025, 12:24 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

one question is whether some pillar shapes would have overlapping sections, and if that would look ok, or if or clipping out sections (alphatest) is better.

jun 16, 2025, 12:24 pm • 0 0 • view
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loren schmidt @lorenschmidt.bsky.social

if you appreciate work like this, please consider chipping in a few dollars a month or spreading the word! numbers have dipped recently (no shade whatsoever to anyone who's lowered their contribution or stopped- it's an incredibly difficult time for many people). www.patreon.com/c/vacuumflow...

jun 15, 2025, 1:43 pm • 21 4 • view
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mara @xenomusa.bsky.social

i already do! btw, what is the landscape renderer from the header? i love it a while ago, when i was looking for a similar aesthetic, i've been reimplementing captain blood's raycast fractal landscape renderer (github.com/vmedea/godot...)

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jun 15, 2025, 2:25 pm • 4 0 • view
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loren schmidt @lorenschmidt.bsky.social

oh wow, using indexed color? what's general approach and what is the terrain generation like? the header image is from a tribute to the older freeware game "Noctis". i'm hoping to finish it up and release it this summer or fall.

jun 15, 2025, 2:29 pm • 1 0 • view
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mara @xenomusa.bsky.social

yes! it draws per vertical span, uses some magic based on height and delta-height (which i haven't completely figured out yet, it looks different from usual voxel approaches) to give a shaded appearance bringerp has a small write-up about it: bringerp.free.fr/RE/CaptainBl... oh cool, thanks!

jun 15, 2025, 2:54 pm • 4 1 • view
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loren schmidt @lorenschmidt.bsky.social

ooh thank you so much for the link! this is really elegant.

jun 15, 2025, 3:01 pm • 1 0 • view
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Jamie Lowes @jamielowesdev.bsky.social

This is so cool! It's got such a substantial feel to it.

jun 16, 2025, 12:05 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

thank you! i really love that about raycasters. one thing i want to try is messing with the projection to see if i can get it to be curvilinear on both axes!

jun 16, 2025, 12:09 pm • 1 0 • view
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ÞeColourOfFear @thecolouroffear.bsky.social

holy moly this is awesome, absolutely gorgeous to look at! I can't stop watching the video play over and over and being astonished by how smooth and impressive everything looks question, though, is keeping the fisheye effect an aesthetic choice or is it a technical restriction?

jun 16, 2025, 6:42 am • 0 0 • view
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osmote (fuck da mods) @osmote.net

Holy shit this is looking SO COOL

jun 16, 2025, 3:48 am • 3 0 • view
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loren schmidt @lorenschmidt.bsky.social

thank you! there's something so particular about voxel adjacent techniques, i think. they feel low detail but weirdly- not exactly real, but tactile? dimensional?

jun 16, 2025, 3:58 am • 2 0 • view
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osmote (fuck da mods) @osmote.net

Tactile for SURE I just wanna reach out and FEEL the textures

jun 16, 2025, 4:00 am • 0 0 • view
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Leeland @leelandc.bsky.social

I'm having Wolfenstein flashbacks. I miss that game 😁

jun 15, 2025, 2:56 pm • 1 0 • view
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Arson @fxcf.bsky.social

This feels like Wolfenstein if it was rendered inside of a fever dream.

jun 15, 2025, 4:31 pm • 6 0 • view
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Daniel Burke - 🍺INNKEEP @innkeep.bsky.social

Really coming along nicely!

jun 15, 2025, 1:48 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

thank you! it scratches an itch, i've been doing so much weird abstract sim stuff.

jun 15, 2025, 2:45 pm • 1 0 • view
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DStecks @dstecks.bsky.social

Looks like you've got some wall bulging, I don't remember exactly what it is but there's a very simple fix; unless the fisheye effect is a deliberate thing you're going for

jun 16, 2025, 1:39 pm • 1 0 • view
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loren schmidt @lorenschmidt.bsky.social

actually the ability to do nonplanar projections is one of the things i like most about raycasters. have you ever tried doing an FOV in the 120 to 360 range and comparing curvilinear projections to planar? it's really interesting comparing.

jun 16, 2025, 1:48 pm • 1 0 • view
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DStecks @dstecks.bsky.social

That's fair, I just know a lot of people find it sickening in old games that did it by mistake

jun 16, 2025, 2:00 pm • 0 0 • view