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Author Topic: YAAR (Yet Another Assembly/Axe Raycaster) -  (Read 6055 times) Bookmark and Share
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DJ Omnimaga
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« Reply #60 on: 18 December, 2010, 01:59:16 »
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Why do some raycasters slow down when close to walls (Bwang's Nspire raycaster, for example) while with others it's the total opposite? shocked

Also what do you mean by normalizing? Do you mean making the framerate the exact same no matter what?
« Last Edit: 18 December, 2010, 02:12:12 by DJ Omnimaga » Logged

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« Reply #61 on: 18 December, 2010, 02:12:14 »
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Due to the textures being drawn, it takes more to draw a texture then it does to draw an untextured wall, so the more texture to draw, the slower it is.
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« Reply #62 on: 18 December, 2010, 02:13:18 »
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Yeah, but I am really curious about why in Bwang's case, the raycaster, which has textures, gets considerably slower when you're close to a wall. Huh?
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« Reply #63 on: 18 December, 2010, 02:15:35 »
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Because the textures get correspondingly larger. They take up a large percentage of the screen, so the raycaster has to spend more time processing them.
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« Reply #64 on: 18 December, 2010, 03:14:30 »
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Ah ok, but that still doesn't explain why in some raycasters, it's the total opposite, even if they still have textures... this is what I have been curious about for a while...

That said I misread Runer's posts. He said he ninja'd me a while ago, but I looked at the wrong post for an edit. I just saw the screenshots now and realized he meant to say his raycaster slows down too, when close to walls. I thought he meant the opposite.
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« Reply #65 on: 21 June, 2011, 20:11:38 »
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*Bump*
Did you ever figure out a way to normalize how long drawing a wall took?
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« Reply #66 on: 19 September, 2011, 02:08:26 »
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Don't count this project as down for the count yet. I'm sure it will be making a comeback eventually, and since I'm a much more skilled coder now than when I started this project, expect it to be faster/better. Grin
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« Reply #67 on: 19 September, 2011, 02:45:04 »
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more skilled coder now than when I started this project
is this even possible LOL.

gl/hf, can't wait to see how this turns out! (i haven't touched my raycaster for months :* )
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« Reply #68 on: 20 September, 2011, 17:36:47 »
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I am glad that I wasn't accidentally necroposting Cheesy
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« Reply #69 on: 31 January, 2012, 01:16:35 »
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Runer I was wondering if you could possibly release the source for an unoptomized Axe version?  If you have time maybe you can make a tutorial explaining it as well?
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« Reply #70 on: 31 January, 2012, 01:20:00 »
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He already did, for one version.
http://www.omnimaga.org/index.php?topic=10758.0
There isn't a tutorial afaict, but there's the source.
« Last Edit: 31 January, 2012, 01:20:36 by Darl181 » Logged




 
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« Reply #71 on: 31 January, 2012, 01:22:24 »
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Thanks
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« Reply #72 on: 31 January, 2012, 03:53:15 »
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Ok I looked at the source and was completely confused. Someone would have to explain what each line or routine does.
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« Reply #73 on: 31 January, 2012, 04:00:49 »
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Well, you say you are an inexperienced Axe coder? I wouldn't recommend looking at Raycaster code if you're just starting out, because that may confuse you. Also, this is Runer112's code. It is usually heavily optimized and hard to understand, because he's just a great coder like that. Not to discourage you, but this isn't exactly a beginners thing.
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« Reply #74 on: 31 January, 2012, 04:07:18 »
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Here is a nice raycaster for beginners... you only have to store a picture to the OS var Pic3 (draw a pic on graph screen, then use StorePic 3)
Right here!
This is Squidgetx's raycaster, I could never make such a program Tongue

Good luck with your project  Grin
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