~/talk

A whirlwind tour of creating an F# version of the classic Wolfenstein 3D

Talkat fsharpConf 2023 · on Monday, 2023-06-26· [game-development, creative-coding]
links:none on file
slides:none on file

An F# reimplementation reproduces Wolfenstein 3D by writing a column-wise raycaster using DDA raycasting to step grid cells, maps using 64x64 textures, and per-column texture blitting into a canvas byte buffer; it runs in the browser via Fable and as a desktop app via .NET + Silk.NET by rendering to a texture. Sprite orientation uses triangular/barycentric tests to pick animation frames, the raycaster doubles for enemy line-of-sight, and the demo runs smoothly.

AI-written summary · about

  1. 0:00Start
  2. 1:51Wolfenstein 3D and Me
  3. 3:56Important Principles
  4. 4:53Approaching the project
  5. 10:02Raycaster - wall hei
  6. 10:55Raycaster - simple implementation
  7. 15:29Raycaster - adding textures
  8. 20:18Game objects and enemies
  9. 21:16Animated orientable sprites
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