Py Log #17: Raycasting? (hit?)

nubb
2 min readOct 21, 2023

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Wassup Medium! I’m super stoked as of writing this new log, and you’ll figure out why that is in just a bit. We’ve got some juicy details to look over today, so let’s get to it!

(we’re making progress!!!)

So What Have I Been Up To Lately?

Well, I skipped Python today (Thursday), but it was well worth it. Let’s just cut straight to the chase, I got full/semi auto working in Stellarscape! Not only that, raycast detection for target hits is live too, meaning we can soon create a shooting range level and properly testing movement, gun accuracy and range, damage values and drop-off, lots of neat, gamery stuff.

My next step is to add in Audio and Visual Feedback with hit markers, muzzle flashes and gunshots upon firing, bullet impacts on surfaces like bot targets (but not bot enemies). All of that should go by pretty quickly, since we’ve got the frame of shooting set up with all the inputs, however it’s going to get way more complex once we add in more guns, and moving the gun across the scene, rather than having it in a static position as it is right now.

(this is the most recent commit on the Stellarscape repo. You can check it out here if you wish: https://github.com/nubbsterr/Stellarscape)

Final Thoughts

And that’s all I’ve got to share with you guys for now! Next week, I’ll be back on Python a bit more and slowly progress through developing Stellarscape.

Before I go, as always, huge thanks to Alexandra Grosu for another 50 claps on the last log entry! Also, if you guys want me to try something different with these logs, lemme know through the comments (I’d love to chat more with you guys)!!

Other than that, I’ll see you guys next Monday with our next log entry. Goodnight Medium!

(thanks for reading til the end!!)

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nubb
nubb

Written by nubb

Some guy programming and telling the world about it || Check out my projects here: https://github.com/nubbsterr