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BT种子名称
Raycasting Game Development with JavaScript SDL & C
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BT种子基本信息
种子哈希:
7fbc39d0f260ecc89f50db0d4db999cee2c21326
文档大小:
12.7 GB
文档个数:
205
个文档
下载次数:
2580
次
下载速度:
极快
收录时间:
2023-12-20
最近下载:
2025-05-15
DMCA/屏蔽:
DMCA/屏蔽
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文档列表
11. The Color Buffer/1. Color Buffer.mp4
648.6 MB
4. Casting Rays/4. Finding Horizontal Intersections.mp4
511.8 MB
16. Rendering Lines/3. Rasterizing Lines.mp4
465.9 MB
2. A Quick Trigonometry Review/1. Quick Trigonometry Review.mp4
369.6 MB
5. Rendering Wall Projection/1. Wall Projection.mp4
363.8 MB
4. Casting Rays/6. Finding the First Intersection with the Map Cell.mp4
323.6 MB
16. Rendering Lines/1. The Line Equation.mp4
320.5 MB
15. Refactoring the SDL Graphics Code/2. Removing SDL Global Variables.mp4
318.7 MB
7. Starting our C Project/1. First Steps in C.mp4
289.4 MB
14. Angle Increment Distortion/2. Understanding the Angle Increment Distortion.mp4
265.2 MB
1. Introduction and Motivations/1. Introduction and Learning Outcomes.mp4
261.7 MB
17. Finishing Touches/6. Look Up Tables.mp4
260.8 MB
13. Wall Textures/1. Representing Textures in Memory.mp4
260.4 MB
2. A Quick Trigonometry Review/2. Quick Radians Review.mp4
258.5 MB
4. Casting Rays/8. Coding the Vertical Wall Hit.mp4
257.1 MB
5. Rendering Wall Projection/4. Fixing the Fishbowl Distortion.mp4
246.1 MB
13. Wall Textures/4. Coding the Wall Texture Mapping.mp4
242.9 MB
3. 2D Map and Player Movement/2. Implementing the Map Class.mp4
237.9 MB
5. Rendering Wall Projection/3. Visualizing the Wall Projection.mp4
235.8 MB
15. Refactoring the SDL Graphics Code/1. Working with a Full Screen Window.mp4
228.2 MB
3. 2D Map and Player Movement/4. Coding the Player Movement.mp4
218.0 MB
13. Wall Textures/10. Loading External PNG Files.mp4
212.3 MB
4. Casting Rays/2. Implementing Ray Increments.mp4
195.7 MB
12. Wall Projection/1. Creating the Wall Projection.mp4
190.4 MB
4. Casting Rays/5. Finding Vertical Intersections.mp4
186.6 MB
4. Casting Rays/1. Defining the Field of View.mp4
185.4 MB
3. 2D Map and Player Movement/1. Defining the 2D Map Grid.mp4
181.7 MB
4. Casting Rays/3. Finding Wall Intersections.mp4
178.6 MB
13. Wall Textures/3. Mapping Textures to Wall.mp4
173.4 MB
13. Wall Textures/5. Working with Multiple Textures.mp4
171.2 MB
10. Ray casting in C/3. Translating Vertical Intersection Code to C.mp4
166.5 MB
7. Starting our C Project/5. Creating a SDL Window.mp4
162.2 MB
1. Introduction and Motivations/3. Raycasting or Raytracing.mp4
153.8 MB
13. Wall Textures/6. Implementing Multiple Textures in our Code.mp4
152.4 MB
8. Creating a Game Loop/1. Implementing a Game Loop.mp4
152.0 MB
3. 2D Map and Player Movement/3. Player Movement.mp4
148.9 MB
15. Refactoring the SDL Graphics Code/5. Creating a Separate Map Header File.mp4
143.6 MB
17. Finishing Touches/4. Wall Texture Color Intensity.mp4
142.8 MB
8. Creating a Game Loop/3. Using a Delay Function.mp4
142.8 MB
13. Wall Textures/7. Fixed-Size Data Types.mp4
141.9 MB
10. Ray casting in C/2. Translating Horizontal Intersection Code to C.mp4
139.6 MB
1. Introduction and Motivations/2. An Overview of the Raycasting Algorithm.mp4
137.9 MB
4. Casting Rays/7. Coding the Horizontal Wall Hit.mp4
135.8 MB
3. 2D Map and Player Movement/6. Map Collision.mp4
135.3 MB
9. SDL Map and Player Movement/1. Drawing the 2D Map with SDL.mp4
131.5 MB
15. Refactoring the SDL Graphics Code/6. Creating a Separate Ray & Player Header File.mp4
125.0 MB
9. SDL Map and Player Movement/2. SDL Input Events and Player Movement.mp4
123.1 MB
10. Ray casting in C/1. The Ray Struct and the FOV.mp4
122.8 MB
5. Rendering Wall Projection/7. Flat-Shaded Walls.mp4
120.2 MB
7. Starting our C Project/6. SDL Rendering and Event Polling.mp4
112.8 MB
4. Casting Rays/9. Fixing the Intersection Offset Error.mp4
112.0 MB
7. Starting our C Project/7. Rendering SDL Rectangles.mp4
108.6 MB
11. The Color Buffer/2. Color Buffer Code.mp4
106.4 MB
13. Wall Textures/9. Libraries to Decode PNG Files.mp4
95.2 MB
7. Starting our C Project/4. Configuring Visual Studio on Windows.mp4
95.1 MB
8. Creating a Game Loop/2. Fixing Our Game Loop Time Step.mp4
94.3 MB
5. Rendering Wall Projection/6. Coding Distance-Based Wall Transparency.mp4
80.1 MB
10. Ray casting in C/4. Rendering the Rays.mp4
78.3 MB
5. Rendering Wall Projection/2. Displaying a Minimap.mp4
74.8 MB
14. Angle Increment Distortion/3. Fixing the Angle Increment Distortion.mp4
71.1 MB
17. Finishing Touches/5. Implementing Texture Color Intensity.mp4
69.3 MB
17. Finishing Touches/1. Separate Wall Projection Header File.mp4
67.9 MB
1. Introduction and Motivations/4. Raycasting Limitations.mp4
67.5 MB
13. Wall Textures/2. Creating a Texture Manually.mp4
62.8 MB
7. Starting our C Project/3. Creating a Makefile.mp4
61.8 MB
14. Angle Increment Distortion/1. Activity A Small Field of View Distortion.mp4
50.3 MB
6. Completing the JavaScript Project/2. Finishing our JavaScript Prototype.mp4
41.9 MB
16. Rendering Lines/4. Coding the DDA Line Algorithm.mp4
39.4 MB
17. Finishing Touches/2. Creating a Type for Color Values.mp4
39.2 MB
11. The Color Buffer/3. Freeing Allocated Resources.mp4
35.2 MB
12. Wall Projection/3. Implementing Ceiling and Floor Colors.mp4
32.4 MB
17. Finishing Touches/3. Sending Parameters by Reference.mp4
29.5 MB
12. Wall Projection/2. Activity Ceiling and Floor Colors.mp4
24.3 MB
9. SDL Map and Player Movement/4. Wall Collision.mp4
23.7 MB
13. Wall Textures/8. Using Fixed-Size Integer Data Types.mp4
21.5 MB
15. Refactoring the SDL Graphics Code/4. Drawing Rectangles in the Color Buffer.mp4
17.2 MB
18. Bonus Lecture/1. Discount on Our Other Courses.mp4
14.9 MB
18. Bonus Lecture/1.1 Discount-Codes-Raycasting.pdf
246.1 kB
17. Finishing Touches/2.1 raycasting.zip
199.0 kB
17. Finishing Touches/5.1 raycasting.zip
198.5 kB
16. Rendering Lines/4.1 raycasting.zip
198.4 kB
17. Finishing Touches/1.1 raycasting.zip
198.3 kB
15. Refactoring the SDL Graphics Code/6.1 raycasting.zip
197.5 kB
15. Refactoring the SDL Graphics Code/5.1 raycasting.zip
195.9 kB
15. Refactoring the SDL Graphics Code/4.1 raycasting.zip
195.1 kB
15. Refactoring the SDL Graphics Code/2.1 raycasting.zip
195.0 kB
15. Refactoring the SDL Graphics Code/1.1 raycasting.zip
194.9 kB
14. Angle Increment Distortion/3.1 raycasting.zip
194.2 kB
13. Wall Textures/10.1 raycasting.zip
194.1 kB
13. Wall Textures/8.1 raycasting.zip
166.9 kB
13. Wall Textures/6.1 raycasting.zip
166.9 kB
13. Wall Textures/4.1 raycasting.zip
140.5 kB
12. Wall Projection/3.1 raycasting.zip
139.4 kB
12. Wall Projection/1.1 raycasting.zip
139.4 kB
11. The Color Buffer/2.1 raycasting.zip
139.2 kB
11. The Color Buffer/3.1 raycasting.zip
139.2 kB
10. Ray casting in C/4.1 raycasting.zip
138.8 kB
10. Ray casting in C/1.1 raycasting.zip
138.5 kB
9. SDL Map and Player Movement/4.1 raycasting.zip
138.3 kB
9. SDL Map and Player Movement/2.1 raycasting.zip
138.2 kB
7. Starting our C Project/5.1 raycasting.zip
138.0 kB
9. SDL Map and Player Movement/1.1 raycasting.zip
138.0 kB
8. Creating a Game Loop/3.1 raycasting.zip
137.6 kB
8. Creating a Game Loop/2.1 raycasting.zip
137.5 kB
7. Starting our C Project/7.1 raycasting.zip
136.5 kB
6. Completing the JavaScript Project/1.1 raycasting.zip
134.5 kB
4. Casting Rays/8.1 raycasting.zip
132.4 kB
4. Casting Rays/6.1 raycasting.zip
132.1 kB
5. Rendering Wall Projection/6.1 raycasting.zip
132.0 kB
5. Rendering Wall Projection/4.1 raycasting.zip
131.9 kB
4. Casting Rays/2.1 raycasting.zip
131.5 kB
5. Rendering Wall Projection/7.1 raycasting.zip
131.3 kB
6. Completing the JavaScript Project/2.1 raycasting.zip
131.3 kB
3. 2D Map and Player Movement/6.1 raycasting.zip
131.2 kB
5. Rendering Wall Projection/3.1 raycasting.zip
131.2 kB
3. 2D Map and Player Movement/5.1 raycasting.zip
131.1 kB
3. 2D Map and Player Movement/4.1 raycasting.zip
131.0 kB
4. Casting Rays/9.1 raycasting.zip
130.9 kB
3. 2D Map and Player Movement/2.1 raycasting.zip
130.7 kB
5. Rendering Wall Projection/2.1 raycasting.zip
130.3 kB
15. Refactoring the SDL Graphics Code/2. Removing SDL Global Variables.srt
47.2 kB
13. Wall Textures/10. Loading External PNG Files.srt
43.9 kB
11. The Color Buffer/1. Color Buffer.srt
42.1 kB
15. Refactoring the SDL Graphics Code/1. Working with a Full Screen Window.srt
36.9 kB
4. Casting Rays/6. Finding the First Intersection with the Map Cell.srt
35.1 kB
4. Casting Rays/4. Finding Horizontal Intersections.srt
32.3 kB
16. Rendering Lines/3. Rasterizing Lines.srt
31.4 kB
7. Starting our C Project/5. Creating a SDL Window.srt
30.9 kB
3. 2D Map and Player Movement/4. Coding the Player Movement.srt
29.7 kB
4. Casting Rays/8. Coding the Vertical Wall Hit.srt
29.4 kB
2. A Quick Trigonometry Review/1. Quick Trigonometry Review.srt
26.5 kB
13. Wall Textures/4. Coding the Wall Texture Mapping.srt
25.6 kB
9. SDL Map and Player Movement/1. Drawing the 2D Map with SDL.srt
25.0 kB
15. Refactoring the SDL Graphics Code/5. Creating a Separate Map Header File.srt
23.5 kB
15. Refactoring the SDL Graphics Code/6. Creating a Separate Ray & Player Header File.srt
22.6 kB
5. Rendering Wall Projection/1. Wall Projection.srt
22.5 kB
12. Wall Projection/1. Creating the Wall Projection.srt
22.5 kB
4. Casting Rays/2. Implementing Ray Increments.srt
22.4 kB
3. 2D Map and Player Movement/2. Implementing the Map Class.srt
22.3 kB
11. The Color Buffer/2. Color Buffer Code.srt
22.0 kB
10. Ray casting in C/2. Translating Horizontal Intersection Code to C.srt
21.7 kB
16. Rendering Lines/1. The Line Equation.srt
21.5 kB
13. Wall Textures/6. Implementing Multiple Textures in our Code.srt
21.2 kB
5. Rendering Wall Projection/3. Visualizing the Wall Projection.srt
19.8 kB
7. Starting our C Project/3. Creating a Makefile.srt
19.7 kB
10. Ray casting in C/3. Translating Vertical Intersection Code to C.srt
19.7 kB
7. Starting our C Project/4. Configuring Visual Studio on Windows.srt
19.6 kB
5. Rendering Wall Projection/4. Fixing the Fishbowl Distortion.srt
19.2 kB
1. Introduction and Motivations/1. Introduction and Learning Outcomes.srt
18.8 kB
14. Angle Increment Distortion/2. Understanding the Angle Increment Distortion.srt
18.7 kB
7. Starting our C Project/1. First Steps in C.srt
18.0 kB
9. SDL Map and Player Movement/2. SDL Input Events and Player Movement.srt
18.0 kB
7. Starting our C Project/6. SDL Rendering and Event Polling.srt
17.2 kB
17. Finishing Touches/6. Look Up Tables.srt
17.2 kB
13. Wall Textures/1. Representing Textures in Memory.srt
16.6 kB
13. Wall Textures/9. Libraries to Decode PNG Files.srt
16.5 kB
2. A Quick Trigonometry Review/2. Quick Radians Review.srt
15.7 kB
4. Casting Rays/7. Coding the Horizontal Wall Hit.srt
15.1 kB
5. Rendering Wall Projection/7. Flat-Shaded Walls.srt
15.0 kB
17. Finishing Touches/1. Separate Wall Projection Header File.srt
13.8 kB
10. Ray casting in C/1. The Ray Struct and the FOV.srt
13.5 kB
4. Casting Rays/1. Defining the Field of View.srt
13.2 kB
3. 2D Map and Player Movement/6. Map Collision.srt
12.6 kB
8. Creating a Game Loop/2. Fixing Our Game Loop Time Step.srt
12.6 kB
8. Creating a Game Loop/3. Using a Delay Function.srt
12.2 kB
3. 2D Map and Player Movement/1. Defining the 2D Map Grid.srt
12.1 kB
4. Casting Rays/3. Finding Wall Intersections.srt
11.9 kB
10. Ray casting in C/4. Rendering the Rays.srt
11.8 kB
4. Casting Rays/5. Finding Vertical Intersections.srt
11.6 kB
17. Finishing Touches/4. Wall Texture Color Intensity.srt
11.3 kB
4. Casting Rays/9. Fixing the Intersection Offset Error.srt
11.3 kB
13. Wall Textures/5. Working with Multiple Textures.srt
11.3 kB
14. Angle Increment Distortion/3. Fixing the Angle Increment Distortion.srt
11.0 kB
1. Introduction and Motivations/3. Raycasting or Raytracing.srt
10.9 kB
7. Starting our C Project/7. Rendering SDL Rectangles.srt
10.8 kB
13. Wall Textures/3. Mapping Textures to Wall.srt
10.7 kB
13. Wall Textures/2. Creating a Texture Manually.srt
10.4 kB
1. Introduction and Motivations/2. An Overview of the Raycasting Algorithm.srt
9.9 kB
17. Finishing Touches/2. Creating a Type for Color Values.srt
9.7 kB
8. Creating a Game Loop/1. Implementing a Game Loop.srt
9.6 kB
3. 2D Map and Player Movement/3. Player Movement.srt
9.4 kB
13. Wall Textures/7. Fixed-Size Data Types.srt
9.3 kB
17. Finishing Touches/5. Implementing Texture Color Intensity.srt
8.5 kB
5. Rendering Wall Projection/2. Displaying a Minimap.srt
7.7 kB
11. The Color Buffer/3. Freeing Allocated Resources.srt
7.6 kB
14. Angle Increment Distortion/1. Activity A Small Field of View Distortion.srt
7.3 kB
5. Rendering Wall Projection/6. Coding Distance-Based Wall Transparency.srt
7.0 kB
17. Finishing Touches/3. Sending Parameters by Reference.srt
7.0 kB
16. Rendering Lines/4. Coding the DDA Line Algorithm.srt
6.4 kB
1. Introduction and Motivations/4. Raycasting Limitations.srt
5.2 kB
9. SDL Map and Player Movement/4. Wall Collision.srt
4.5 kB
15. Refactoring the SDL Graphics Code/4. Drawing Rectangles in the Color Buffer.srt
3.6 kB
13. Wall Textures/8. Using Fixed-Size Integer Data Types.srt
3.5 kB
6. Completing the JavaScript Project/2. Finishing our JavaScript Prototype.srt
2.8 kB
12. Wall Projection/3. Implementing Ceiling and Floor Colors.srt
2.6 kB
12. Wall Projection/2. Activity Ceiling and Floor Colors.srt
1.5 kB
18. Bonus Lecture/1. Discount on Our Other Courses.srt
1.2 kB
15. Refactoring the SDL Graphics Code/3. Activity Drawing Rectangles.html
1.1 kB
7. Starting our C Project/2. A Quick Warning for Windows Developers.html
987 Bytes
6. Completing the JavaScript Project/1. Activity Colored Walls.html
923 Bytes
3. 2D Map and Player Movement/5. Activity Implementing Map Collision.html
662 Bytes
5. Rendering Wall Projection/5. Activity Distance-Based Wall Transparency.html
595 Bytes
16. Rendering Lines/2. Activity Popular Line Drawing Algorithms.html
410 Bytes
9. SDL Map and Player Movement/3. Activity Implementing Map Collision in C.html
327 Bytes
2. A Quick Trigonometry Review/3. Quiz Trigonometry Functions.html
123 Bytes
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北川ゆい
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かとりこのみ
かないかほ
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しいな純菜
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MARCH-200
CETD-097
SEND-160
ISO-655
UGUG-028
DSE-814
SICP-101
YOGU-002
WNID-003
NATR-264
HHK-019
KICJ-830
TMSG-018
DDN-165
DANDY-038
ADZ-126
ZACK-008
ASFB-195
DUAL-201
VEC-022
ATP-250
VSPDS-464
MDLD-121
AOSBD-007
EMU-007
EMU-033
SDMS-187
DBEB-024
SDMS-471
GOTHIC-015
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