A first-person engine in 265 lines
From the post:
Today, let’s drop into a world you can reach out and touch. In this article, we’ll compose a first-person exploration from scratch, quickly and without difficult math, using a technique called raycasting. You may have seen it before in games like Daggerfall and Duke Nukem 3D, or more recently in Notch Persson’s ludum dare entries. If it’s good enough for Notch, it’s good enough for me!
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Not a short exercise but I like the idea of quick to develop interfaces.
Do you know if in practice it makes it easier to change/discard interfaces?
Thanks!
I first saw this in a tweet by Hunter Loftis.