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Author Topic: YAAR (Yet Another Assembly/Axe Raycaster) -  (Read 6068 times) Bookmark and Share
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Runer112
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« on: 12 December, 2010, 04:31:05 »
+30

I had started work on an Axe raycaster a while ago, but forgot about it. However, squidgetx's raycaster reminded me that I had one too, so I went back to work on it. Anyways, it works pretty nicely, although somewhat slowly , and I have different versions with different features. It's pure Axe though, which is pretty awesome. Grin I run all my versions of it at 15MHz.

Unless you want me to go into the technical details, I won't, because that stuff is pretty ugly. But screenshots are cool!

Most of what I need to do now is try to make it faster, because these are all using the full 15MHz and it would be nice to save some processing power for other things!


EDIT: Attached a zip file containing the source code and compiled executables for all four versions.


* RAYCAST.gif (86.72 KB, 192x128 - viewed 759 times.)

* RAYCAST96.gif (92.39 KB, 192x128 - viewed 748 times.)

* RAYCAST8.gif (206.95 KB, 192x128 - viewed 775 times.)

* RAYCAST16.gif (268.89 KB, 192x128 - viewed 872 times.)
* YAARv0.1.zip (10.5 KB - downloaded 117 times.)
« Last Edit: 18 December, 2010, 00:16:46 by Runer112 » Logged
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« Reply #1 on: 12 December, 2010, 04:35:36 »
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+1 respect for textured walls
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« Reply #2 on: 12 December, 2010, 04:42:51 »
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You and squidgetx should have a competition to see who can get the most fps!
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« Reply #3 on: 12 December, 2010, 04:46:42 »
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YAAR! Looking good Cheesy
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« Reply #4 on: 12 December, 2010, 05:03:07 »
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this is sweet. can we have an executable?
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« Reply #5 on: 12 December, 2010, 05:14:27 »
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Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.
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« Reply #6 on: 12 December, 2010, 05:19:22 »
+1

this is sweet. can we have an executable?

I just attached a zip file to the first post containing all the source and executable files.


Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.

Not yet, but I guess it's certainly possible. I'll look into adding features once I can make it faster though, because it already struggles to run smoothly at 15MHz even at 64x64 with no textures.

I also need to try to improve collision detection. If you walk into the outside corner of a solid block at certain angles, you don't collide with it and just walk right into it.
« Last Edit: 12 December, 2010, 05:24:40 by Runer112 » Logged
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« Reply #7 on: 12 December, 2010, 08:17:19 »
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That's pretty cool!

For the pure black-and-white one, are you repeatedly drawing lines/rectangles, or do you have a more elaborate flood-fill algorithm of some kind (or am I completely off-base in my questions?)
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« Reply #8 on: 12 December, 2010, 08:19:35 »
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YAAAR (Yet Another Awesome Axe Raycaster)

Epic shocked

And textures are awesome!
« Last Edit: 12 December, 2010, 18:40:53 by Deep Thought » Logged




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« Reply #9 on: 12 December, 2010, 08:23:05 »
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Outstanding!  Im amazed Axe has enough speed to do texture mapping on walls shocked I don't even
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« Reply #10 on: 12 December, 2010, 08:36:56 »
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Looking really sweet Smiley Good luck on the optimizations.
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« Reply #11 on: 12 December, 2010, 12:41:18 »
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shocked shocked shocked shocked
shocked shocked shocked shocked
shocked shocked shocked shocked


My eyes just popped out of my head, like this shocked

I'm not sure how to describe the awesomeness that this is, but wow, textures! Plus it runs fast too. Did you use pure Axe or both Axe and ASM? I think when it is updated, you should maybe release the engine with some instructions on how to integrate it inside a game. It would be great to see games using this. :O
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« Reply #12 on: 12 December, 2010, 16:55:34 »
+1

shocked shocked shocked shocked
shocked shocked shocked shocked
shocked shocked shocked shocked


My eyes just popped out of my head, like this shocked

I'm not sure how to describe the awesomeness that this is, but wow, textures! Plus it runs fast too. Did you use pure Axe or both Axe and ASM? I think when it is updated, you should maybe release the engine with some instructions on how to integrate it inside a game. It would be great to see games using this. :O

This is 100% pure Axe goodness. Wink And yes, if I manage to get it to run a bit faster and have a few more useful features for games (like scaled sprites) then I'll certainly release it as a tool for Axe programmers.
« Last Edit: 12 December, 2010, 16:57:01 by Runer112 » Logged
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« Reply #13 on: 12 December, 2010, 17:13:22 »
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Holy...shocked

I'm definitely going to have to take a look at your source, though I doubt I'll be able to make many improvements to it lol
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« Reply #14 on: 12 December, 2010, 17:23:03 »
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Holy shit... shocked shocked shocked shocked shocked shocked shocked

This is like my ideal raycaster for axe development... from heaven.  shocked

+1 respect for being so freakin awesome
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