A Raycaster in Bash

izabera | 211 points

Of course, we need to give an honorable mention to the `awk` raycaster from 9 years ago.

https://github.com/TheMozg/awk-raycaster/tree/master

mmh0000 | 17 minutes ago

I love this. I've been wondering how the picture is drawn with less than one `echo` per pixel, and it's very clever: the game is "not really" 3D, so you can run raytracing just once per column, and then you only need to draw a couple of lines (for sky, grass, and the actual object) -- this is done by outputting the "draw this pixel and move down by one" string to the terminal as many times as necessary using string repetition.

I've been considering working on a voxel render engine (not for Bash, but for another computationally limited environment). This is a treasure, I'm certain I'll find something useful here.

purplesyringa | 11 hours ago

In case you wondered if there is a raycaster written in MS Batch:

https://github.com/nTh0rn/batch-raycaster

tdeck | 15 hours ago

It's unfortunate that stty requires forking. Maybe the next project will be to use bash and rowhammer to call the necessary ioctls to do it without forking.

Arch-TK | 19 hours ago

I had no idea this was possible with Bash. I’ve considered myself proficient with Bash at a pretty advanced level at times and this just blows me away. I don’t have the math chops to understand how it’s implemented, but it’s a pleasure to see.

alsetmusic | 17 hours ago

I never ceases to baffle me how we're still stuck with these mind bogglingly slow shells. Pure madness. I can maybe understand that some apps require all the vt100 weirdness or whatever, but probably 90% of apps just write to stdout and err. Surely we can blit some text to the screen a bit quicker and put the other 10% into some compat mode.

8n4vidtmkvmk | 11 hours ago

Only 300 lines of code, impressive! I love this.

markeroon | 19 hours ago

Very cool! I'm curious when it says "did you know that accessing a random element in an array takes linear time", why that's the case, with bash?

anfractuosity | 6 hours ago

I'd love to see this combined with the author's fork()-less implementation of ps to make a (almost) fork()-free implementation of psDoom.

Seriously though, this is really cool

Teongot | 19 hours ago

And to think, that my own bash scripts spend 300 lines just parsing various command-line options, while instead I could be showing this game... :-P

einpoklum | 18 hours ago

Beautiful. Correct me if I'm wrong, but this looks like a bash version of https://lodev.org/cgtutor/raycasting.html

Edit: ah, just noticed this is in the readme :(

shric | 18 hours ago

<3

ormaaj | 6 hours ago

I wonder if texture mapping this would look good.

CaesarA | 17 hours ago

Imagine a TUI where you need to navigate a literal maze of options

corytheboyd | 17 hours ago

[dead]

jsheroes | 13 hours ago