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in my day to day job I sometimes need a few minutes to cool down. Sometimes the minutes get longer and longer, but thats another story… 😀
Most of the times I like to play this Tetris Implementation, but after some time I wondered why I don’t play my own Version. So I set out and build my very own Tetris clone.
it’s been a long time since my last post. I had trouble motivating myself to do anything besides my full time job and family.
I tinkered with some frameworks but nothing really worth sharing. Currently I’m doing the Draw-A-Box course and I’m in the progress of writing an game-engine in Rust.
I also updated the styling for my blog:
When I created the blog and looked at the available themes I wasn’t particularly pleased… In the end, I decided to use the hugo-dusk-theme, which was closest to what I wanted to have.
With time the itch to write my own, more fitting theme, grew bigger and bigger. And, as you might see, I finally scratched that itch. One thing I’d like to emphasize is the now existing Favicon, my first Pixel-Art.
I’d like to show you my newest project: Rustcaster! It’s an Raycaster implemented in Rust.
As you might see, Raycaster is currently able to render textured walls. It’s not much but it’s something!
As learning resource I used Permadi and Lodev.
The only third-party library used is the sdl2 crate, which is responsible to display the rendered image and to resolve the keyboard input.
it’s time for another Fps update. I completed the work on fps-v0.3. For this milestone I added some actual game-logic and again I made you an small Video showing all new features.
Added items (+Health, Rail-, Shot-Gun, Rocket-, Grenade-Launcher, +Ammunition) The player has now an active weapon and an inventory Added an AI interface – there isn’t any logic implemented but the interface are there Added simple HUD Death player’s will now rendered differently Regarding v0.