Author Topic: Runer112  (Read 4491 times)

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Offline DJ Omnimaga

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Runer112
« on: October 05, 2011, 12:37:18 am »
Have you ever thought about releasing your Axe Raycaster and your Raycasting Axiom source code eventually by the way or was it into totally useless state? I thought it was awesome and it would really have been great for Axe coders to have an Axe raycaster axiom, not to mention I'm sure a bunch of people would find pretty creative ways to use it (eg I have yet to see a raycasting tunnel racing game or Illusiat raycaster remake for the 84+ series (on a side note several years ago I thought about making Illusiat 3D which was gonna be an xLIB pseudo-3D engine where you can only turn at 45° intervals, but diagonal movement being faster than horizontal/vertical posed problems)) like with Omnicalc sprite function and other things in the past. Sadly it was cancelled I think, or got suspended indefinitively, but I thought I would mention this because it has been a while since I heard about that raycaster engine and I believe in the recent past some people requested a raycaster routine or axiom for Axe.
« Last Edit: October 05, 2011, 12:39:09 am by DJ_O »
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Offline Runer112

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Re: Runer112
« Reply #1 on: October 05, 2011, 12:51:52 am »
My progress with the raycasting Axiom never made it terribly far in the past for multiple reasons. Primarily, both my assembly skills and the Axiom system were still only half-baked. So I don't really have any useful old code to release in that respect. But I'll gladly release what I have from the Axe raycaster. I thought I had been posting source files when I posted screenshots in the YAAR thread, but aparently not. So I'll attach a zip file containing whatever I had for YAAR here. I'm not sure if it's that different from the code I attached in the first post in the YAAR thread, but it's whatever I worked on last. I also can't guarantee that it will still work with the latest versions of Axe, but hopefully either it will or it is easy to fix it so it does.

I do eventually plan to return to a raycasting project. I just don't know when as of now.

Offline DJ Omnimaga

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Re: Runer112
« Reply #2 on: October 05, 2011, 01:10:54 am »
Aaah ok I see. Hopefully maybe in the future someone or yourself could take over it or redo it. Thanks for releasing it. Is that version pretty dynamic by the way, such as if we enter X, Y and Z starting values, map size, etc, we are fine?
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Offline Runer112

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Re: Runer112
« Reply #3 on: October 05, 2011, 01:20:16 am »
It should be easy to modify values like that. The map and tiles are your standard fare and should be easy to edit. I think the only important map dimension is width, which can be changed in Lbl TIL (currently 16). The player's/camera's x position (2 bytes) is in X, y (2 bytes) is in Y, Z (1 byte) is in H, and angle of rotation (1 byte) is in Z.

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Re: Runer112
« Reply #4 on: October 05, 2011, 01:41:25 am »
Ah that's good. Are map dimensions fixed and very limited in size? (such as every map needing to be 8x8)?
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Offline squidgetx

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Re: Runer112
« Reply #5 on: October 05, 2011, 03:28:19 pm »
The only problem is that runer codes like a 1337haxor.... I remember I took a look at YAAR source back when I was working on my raycaster and my brains leaked all over the floor. ;)

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Re: Runer112
« Reply #6 on: October 05, 2011, 03:48:53 pm »
Lol yeah true. It migth be hard for someone to continue from where Runer left x.x. It would almost require the person to restart from scratch lol.
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