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Texture mapping lets us project textures onto the walls of our Raycast level. In this exciting episode, we will code a simple and fast texture mapper taking it's textures from a scanned costume so you can design your own, or use the textures I've provided in my asset project (see below).
That we got this far just blows my mind - I hope you are ready for some serious fun!
My tutorials are for all budding game & software developers using Code Blocks. Scratch On guys!
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🐱 Raycaster Scanner & Assets - scratch.mit.edu/projects/6887...
🔥 Having Problems? Bug Fixes - • Quick Fixes for Raycas...
👀 Scanning Tutorial - • Ultra Fast Colour Imag...
🐱 Scratch Studio for this tutorial - scratch.mit.edu/studios/31603...
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-------------Video Chapters-------------
0:00 Intro
0:52 Texture Mapping Explained
2:47 Raycasting E7 Assets - Backpack ‘em
4:50 Scanning Wall Textures
7:24 Implementing the Texture Mapping Grid
11:33 Texture Scaling
12:48 Level Color - A little tweak
13:45 Rendering Textures with Pen
19:22 Texture Brightness
21:59 Scaled Texture Sizes for Speed
26:27 Texture Warping
27:45 Alternative Textures
29:37 Multiple Textures in the same level?
31:44 Outro