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Show HN: I wrote a DOOM clone in my own programming language (spectrelang.org)
34 points by pizza_man 48 days ago
6 comments

> At runtime each frame casts a set of rays from the player’s position, stepping through the map grid until a wall collision is detected.

It's not how Doom works. It's more like Wolfenstein 3D.

Not even Wolfenstein 3D, since it doesn't have textured walls. It's more like Hovertank 3D.
And most Asteroids clones use raster graphics, but so what?
The raycasting code here looks pretty similar to that of https://lodev.org/cgtutor/raycasting.html
Got to love these classic games that were so amazing in their glory days and still fun today!
Must be satisfying. a game in your own lang.
na not, when its vibe coded...
nice
cool!