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Halloweentown

💡CowBoy Nukem 3D

  • A first person shooter (FPS) based in the wild west, similar in gameplay and feel to old classics like Wolfenstein, Duke Nukem and DOOM - plus, it uses the same raycasting, rendering and pseudo 3D methodologies!

🛠️ How we built it

  • We used Ray casting which is the methodological basis for 3D CAD/CAM solid modeling and image rendering. Raycasting is a rendering technique to create a 3D perspective in a 2D map. Back when computers were slower it wasn't possible to run real 3D engines in real-time, and raycasting was the first solution. Raycasting can go very fast because only a calculation has to be done for every vertical line of the screen. The raycasting engine of Wolfenstein 3D was very limited, allowing it to run on even a 286 computer: all the walls have the same height and are orthogonal squares on a 2D grid, as can be seen in this screenshot from a map editor for Wolf3D

⚠️ Challenges we ran into

  • We had problems with intergrating appwrite because appwrite+pygame was never done before and we couldn't find any blogs, docs, or tutorials. The second issue was designing and finding assets for the game.

👩‍💼🧑‍💻 Accomplishments that we're proud of

  • We are proud to make this project functional and working to help gamers in a certain manner.
  • We are immensely proud of achieving a good team contribution with each of the members who have n contributed to the project in some way or other.
  • We learned many technologies and had experience working on them as well. Such as GitHub and the GitHub pages were something we were introduced to for the first time.

⚓ What we learned

We learned a lot about appwrite's Python SDK. We also learned the ray casting algorithms.

🤝 What's next for Cowboy Nukem

  • We want to have a live leaderboard
  • We want to add a Twilio functionality but due to time we couldn't make that happen

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