Rendering 3D Worlds in C#
summary
Builds a working ray casting renderer from first principles in C#, converting a 2D map of spaces and hashes into a 3D view by shooting rays per column, stepping with sine/cosine, culling at a max depth and computing column heights as distance ratios. Delivers the prototype as a WindForms preview and a Razor Pages editor, uses simple texture gradients, fits under 200 lines of C#, and reproduces Wolfenstein‑style output at 1024×768.
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chapters (10)
- 0:00🚀 Build Stuff Conference – Get Your Tickets!
- 2:00Introduction to 3D Rendering
- 5:00History of 3D Rendering and Early Techniques
- 10:00Understanding Ray Casting and Ray Tracing
- 15:00Building a Simple 3D Engine in C#
- 20:00How to Create 3D Worlds Using Raycasting
- 25:00Perspective Techniques: From Classical Art to Modern Graphics
- 30:00Breaking Down Raycasting in Code
- 35:00Building a 3D Game with Basic Math and Code
- 40:00Wrapping Up: Creating Fun and Experimental 3D Worlds
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