I'v chosen to stick with the topic found here

Currently I'm just trying to get the ray-casting and movement to work, so far so good, almost.

I'm not entirely sure of how to do the casting, but I got something almost working, though it's a bit off. Here is how it looks so far:

The blue/magenta arrow is the direction the player will travel ( current angle ) and the white rays are supposed to be the ray-casting, as you can see it's off by quite a bit and I can't understand why.

Here is my current casting code:

sf::VertexArray ray(sf::Lines, 2); const int travelingDistans = 400; double subsequentRayAngleIncrease = player.fov/w; // Start from column 0 to the X't column of the viewing plane. // I'm not sure what the viewing plane is but I'm guessing it's the screen. // Which would mean from 0 to our screens highest x, which is 800. // Since the resolution is 800x600 for( int i = 0; i < w; i++) { double rayAngle = player.rot - ( (player.fov/2) + subsequentRayAngleIncrease*i ); double rx = player.x - travelingDistans * std::cos(Math::to_radians(rayAngle)); double ry = player.y - travelingDistans * std::sin(Math::to_radians(rayAngle)); // + 5 is so it's centered of the players origin ray[0] = sf::Vector2f( player.x + 5 , player.y + 5); ray[1] = sf::Vector2f( rx + 5, ry +5 ); ray[1].color = sf::Color(255,255,255,30); ray[0].color = sf::Color(255,255,255,30); rwind.draw(ray); }

What am I doing wrong?

Also a couple of side questions:

1. Why do you multiply by -d and not just d ( distance ) when calculating with sin and cos?

2. Does this technique look right considering it's supposed to transition into fake 3D using 2D raycasting ( Given that the final ray distance is determined on where it hit a wall ).

Kind regards

Moonkis

EDIT:

Realized that the offset was due to me accidentally subtracting the subsequent ray angle when calculating the offset using players FOV

Changed it from this:

double rayAngle = player.rot - ( (player.fov/2) + subsequentRayAngleIncrease*i );into this:

double rayAngle = ( player.rot - (player.fov/2) ) + subsequentRayAngleIncrease*i;

It seems to work as intended now, checked using 90, 180, 270 and 360 FOV angles. ( 180 and 90 was the ones I based it on working, they looked as intended, also added some wrapping when calculated angles for the rx and ry:

if( rayAngle == 360 ) rayAngle = 0; if( rayAngle > 360 ) { rayAngle = ( rayAngle - 360 ); } if( rayAngle < 0 ) { rayAngle = ( 360 + rayAngle ); }

Seeing as I only like to work with the angels 0 - 359 ( sin(to_radiance(360)) and sin(to_radiance(0)) gave different angles where as 0 degrees to radians was the most correct one.