Flame and (pseudo) 3d
summary
Explains how Flame actually produces pseudo 3D with concrete techniques and code: isometric tile math for 90° camera rotations, sprite stacking via the Sashimi library to get smooth object rotation, and ray casting using hundreds or thousands of rays to render Wolfenstein‑style walls. Shows a CPU software renderer in Flame that projects triangles (cube, sphere, teapot) with model/view/projection matrices working but limited to low‑poly scenes, and notes a third‑party FlutterGL plugin gives GPU 3D (no Linux support).
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chapters (12)
- 0:00Introduction and speaker intro
- 1:49Defining 3D in game development
- 7:522D coordinate transformations and cameras
- 16:36Exploring 2.5D techniques
- 22:59Isometric games in Flame
- 27:10Sprite stacking for depth
- 31:27Ray casting for pseudo-3D
- 35:21Real 3D with CPU rendering
- 41:013D transformations and matrices
- 44:09Demo of 3D rendering in Flame
- 45:54GPU-based 3D with FlutterGL
- 47:44Summary and Q&A preview
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