pyray | A 3d rendering library written completely in python | Game Engine library
kandi X-RAY | pyray Summary
kandi X-RAY | pyray Summary
I'm creating this repository in January 2018 and it is crazy that the best open source option for rendering 3d scenes remains POV ray. Now, POV ray is a great program, but why can't we have that functionality (rendering 2d, 3d and higher dimensional objects and scenes) in Python, a language that is perhaps the most widely used already and only growing in popularity? This code is a first step towards that goal - have the ability to do everything POV ray does - rendering complex 3d objects and scenes, animations and much more in plain, vanilla Python. I imagine this would find applications in creating videos, video games, physical simulations or just pretty pictures. While there certainly is a very long way to go before this can be a reality, it won't happen without taking a first step. And of course, I could use help :). Above all else, I want to emphasize simplicity in this library and minimize the dependence on external libraries so more people can hit the ground running with it.
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Top functions reviewed by kandi - BETA
- Rotate axes
- Render a 4D scene
- Decorate axes
- Draws a grid on the x - axis
- Create a binary classification image
- Convert from drip to RGB
- Gives the rotation of a point
- Generate a planar rotation matrix
- Tells the diagonal of a 2d image
- Draw the paraboloids v2
- Generate an image
- Compute the plane planes
- Creates a scene
- R Generates a tetartoidoid plane
- Project circle on surface
- Generate two meshes
- Draws the best plane direction
- Takes a 3d image in a 3D space
- Draws a cube with cutting planes
- Draws a paraboloid image
- Render solid planes
- Draw a plane w
- Get the planes of the mesh
- Generate a symmetrized plane
- Generate a tst4 faces
- Generate a list of paraboloids
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QUESTION
I am currently using the pygame raycasting engine, pyray (https://github.com/oscr/PyRay/blob/master/pyray.py), and there are some questions I would like to ask:
1) How do you add a sprite which isn't an a cell, like the enemies in Wolfenstein 3D?
2) How do you make the walls images, instead of blocks of colour?
...ANSWER
Answered 2017-Nov-28 at 15:50Textures
first see Ray Casting with different height size
what you need is to change the scan line rendering of your engine to use textures. The C++ code in above link is just for starters (look for
// render scan line
in the code) and will do for the walls but ceiling and floor will have distortions present. To remedy that you need to apply perspective correct texture mapping.This is how it look like (after I implement it to the former code I linked)
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