![]() GlUniformMatrix4fv(uniform, 1, GL_FALSE, glm.value_ptr(view)) GlUniformMatrix4fv(uniform, 1, GL_FALSE, glm.value_ptr(proj)) Model = glm.rotate(model, glm.radians(angle_x), glm.vec3(1, 0, 0)) Model = glm.rotate(model, glm.radians(angle_y), glm.vec3(0, 1, 0)) (board_surf, color, (col * tile_size, row * tile_size, tile_size - 2, tile_size - 2)) Rays.append((pos, dist, dist * s(ray_angle), direction)) Pos, dist, direction = cast_rays(sx, sy, angle + ray_angle) ![]() Return (x, y), math.hypot(x - sx, y - sy), directionĭef cast_fov(sx, sy, angle, fov, no_ofrays): Y = (map_y + (1 if ry = player_y else 'u' X = (map_x + (1 if rx = player_x else 'l' See the answer to How do I fix wall warping in my raycaster?: Nevertheless, nice results can be achieved with a 2.5-D approach. A CPU-only approach does not achieve the required performance. 3D scenes are generated with the help of the GPU. ![]() This approach won't give a satisfying performance and is only valuable for studying. If you want to draw a 3D scene with Pygame, you need to compute the vertices using vector arithmetic and stitch the geometry together using polygons.Įxample of then answer to Pygame rotating cubes around axis: Pygame does not offer any functionality for drawing 3D shapes, meshes, or even perspective and lighting. 3D rendering in Pygame without the help of other dependencies is hard to achieve and will not perform well.
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