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retrofpsstudio's Introduction

Retro FPS Studio

logo of RFS

Welcome to Retro FPS Studio, the game making tool for raycasting retro fun! It produces true 2.5D, oldschool goodness alike to the original DOOM or Hexen DOS games:

screenshot of RFS

Note: this public, partial copy of RFS2 is sadly NOT free software and has restrictive terms, see the license for explanations. Hopefully, you still find it informative, and I apologize that it's not more liberal.

How to use RFS

To get started, obtain Retro FPS Studio from the website.

To get help with RFS2, visit the community spaces with other creators!

There is a technical FAQ for some basics on how RFS2 Engine works.

What is in this repository?

RFS is written in C and Lua. The core renderer, physics, and resource handling are in C for speed, while Lua handles the higher level program UI.

Here are some interesting locations:

  • rfsc/ folder holds the core C engine

    • rfsc/main.c contains the program entrypoint.

    • rfsc/scriptcore.c sets up and launches the lua code.

    • rfsc/roomcam.c has the camera code, which includes perspective calculation, and calls to the 2.5D raycast renderer in rfsc/roomcamblit.c.

    • rfsc/room.h holds the lowlevel map structure definitions of the rooms.

    • rfsc/roomserialize.c takes room data from Lua's so-called tables, or dumps it back to them, for serialization of levels.

  • rfslua/ folder contains the Lua UI, higher program logic, and gameplay code.

    • rfslua/rfseditor/titlescreen.lua sets up and handles the opening screen of RFS when you launch it.

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