Use arrow keys to move around. Adjust the resolution to your liking. Higher resolutions will cause lag unless you have a fast computer. Lower resolutions are better if you want faster speed. Recommended resolutions range from 60-100.
This version of the Mode 7-styled engine is entirely mine. The Coupé Car was created by chasersgaming on OpenGameArt: https://opengameart.org/content/coupe-car The sky/horizon comes from the game, Outrun. Finally worked out 'Mode 7' using what I know of Raycasting. Hope you like it! The project simulates what looks like Mode 7, but it isn't really... There is not much to see, but you can drive around and much more. Possible updates may include things like sprites in the 3D space. Want to remix? Make sure you edit the project in a specific way. I would love to see your ideas on how I could improve this project. Ideas that I like will be implemented if I like them. How it works? The game stores a map made up of numbers ranging from 1-9. Each number signifies to a different colour. Each of these numbers respresents one of the squares of a grid, which in turn is the map. On this map, there is a player point. To calculate each frame being presented, rays are sent out from the player point in all directions of its FOV. Each of these rays sends back the colours it went across along its journey, as well as how long it touched those colours for to the player point. Using all of the different lines it has gathered, the player point then renders the lines. It distorts the lines in a way that they appear 3-dimensional. To distort the lines it simply divides -1000 (the y-position of the track) by how far away the ray was when it hit each colour. For example, if I was on the 50th colour the ray hit, the y-position would be -20, because -1000 divided by 50 is -20. If you have any questions, please ask. I am very happy to create a tutorial explaining all of this if it helps you. #3d #techdemo