~/talk

Recreating Wolfenstein 3D in F#

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Recreates Wolfenstein 3D using F# + Fable and cross‑compiles to desktop .NET with Silk/OpenGL, implementing an actual rasterized ray caster (320-column DDA per frame), texture mapping by writing into a byte array, depth-sorted 2D sprites including orientable sprites (8 directions + animation frames), and decompresses original assets with RLE plus Carmack compression. Code is on GitHub, rendering and AI are implemented, the browser and desktop builds run though a desktop demo briefly crashes during the talk; development took about 4–6 months.

AI-written summary · about

  1. 0:00Recreating Wolfenstein 3D intro
  2. 1:36Why F# for Wolfenstein 3D
  3. 3:21Quick game demo
  4. 4:27Key principles of Wolfenstein 3D
  5. 6:34Project planning approach
  6. 8:16Ray casting fundamentals
  7. 12:48Digital Differential Analysis
  8. 15:15Wall height and fisheye fix
  9. 17:20F# ray caster implementation
  10. 20:31Canvas to byte arrays switch
  11. 23:40Adding textures to ray caster
  12. 28:19Loading game objects and enemies
  13. 31:06Sprite orientation and enemy AI
  14. 39:07Enemy AI states and behavior
  15. 41:13Compression algorithms in Wolfenstein 3D
  16. 43:24Game assets and graphics formats
  17. 44:26Desktop target with .NET and OpenGL
  18. 45:48Desktop version live demo
  19. 46:32Project timeline and experience
  20. 48:19Would I do this again
  21. 51:24Personal background and math skills
  22. 52:29Ray caster NuGet packages
  23. 54:13Q&A
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