Welcome to the Project! I hope you enjoy the quick demonstration of the engine's optimizable power. CONTROLS ARE BELOW ><><><><><><><><><>< WASD is your controls to move around, use numbers 1, 2, and 3 to change your map. No function for the revolver, as this is meant to be an engine test, not a full game.
This is the brand new & home-made WestCaster Raycasting engine! Built with simplicity in mind, this engine can perform within a good 28-32 FPS on most optimized devices consistently. Thanks to Griffpatch for the videos on Raycasting, I wouldn't be able to make this without some sort of basic guide. This engine is planned to be used in many projects, but that is for the future! For now, I intend on kinking out bugs & implementing new animations into the engine for any basic remixes. Songs: Soulchef - Write this down Eltorri64rus - Forestcall Mark Knight - Gabbag UPDATES ARE LISTED BELOW ><><><><><><><><><><><><>< Feb. 22nd, 2022 Version v.1.0: - Initial release of the engine! Includes a simple revolver with a walking script. - Purple walls as basic color choice for the Raycast. - Works on Chromebooks with 15-ish FPS (The lowest I've tested on) with inconsistent output... - Wall clipping & stuck movement is not seemingly an issue, even in this early build. Yahoo! Feb. 22nd, 2022 Version v.1.1: - Quick post-release addition, I've added some crosshairs to the center. - Also, cooler thumbnail now. Feb. 23rd, 2022 Version v.1.2: - Increased resolution value to 8, now should have thicker lines & should be WAY more optimized for lower-end devices. - FOV decreased to 60 for perspective change, as the 90 FOV level was too high and folded the view inwards. Feb. 23rd, 2022 Version v.1.3: - Added a brand new map, use numbers 1 & 2 on the keyboard to change maps [Will reset position back to (0, 0)] and it's blue now! (<< Already outdated...) - Simplified the resolution variable more for looks, can be changed whenever it's remixed. Feb. 23rd, 2022 Version v.1.4: - Double-color walls! An addition well needed for raycasting engines. I've also added it to the other map, but both maps need to be the same color for the script to work... - 2nd map got a rework, I've simplified it and made it more consistent compared to the other map. - New song addition! I've added Eltorro64rus' "Forestcall" to the song list. It will play after the first song is finished. I almost deleted the project out of pure agony & rage at 8:27 PM on Feb. 23rd, 2022. Turns out adding sprites is hard and kinda messes with stuff! Things are back to normal after a manual redo of the project scripts. Feb. 25th, 2022 Version v.1.5: - A new revolver animation - Overall smoother-ness from the previous works on the redo from 2 days ago is now completed. Feb. 26th, 2022 Version v.1.6: - New song added to the list, Duke Nukem's "Gabbag" by Mark Knight. - Overall boost in working activity other than some random stuff. Maybe a surge in views will come due to this, not sure... Mar. 1st, 2022 Version v.1.7: - New map! The third map is a new layout that uses pillars like the first. It also has made a recode of the map changer needed, so that's also been changed. - Emphasis on basic development plans In-house have been updated, so expect some experimental stuff coming soon! - New thumbnail! Flat background with a purple hue for overall fancy & professional looks, because I am very professional... Mar. 2nd, 2022 Version v.1.7.1: - Not large enough of an update to render it as a "new" version so... This stays as v.1.7.1 for now. - Color of the purple-side walls has been upped to a more pink-hue so it becomes more distinct from the blue walls. (Mar. 10) Just a little heads-up: I won't be updating this for a bit, sorry for the delay of message but I got a ton of new stuff working up on other things and I don't want to miss it! I'll see you at the beginning, friends! Aug. 13th, 2022 Version v.1.7.2: - Changed coloration of walls by a few digits, nothing special. - Plans for trench map put in notice, will become WIP possibly very soon. Aug. 14th, 2022 Version v.1.7.3: - Transitions added for map switching, overall stylization boost. - Continued planning for a "Trench" map implementation, might come soon. IMPORTANT NOTES BELOW ><><><><><><><><><><><><><><><><><><><>< This will probably not be worked on again, haha. I've kinda lost momentum here so it'll stay as the main project until something else big comes up around here. See y'all then! - AidensAwesome101