Author Topic: Floorcaster  (Read 19065 times)

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Offline bwang

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Re: Floorcaster
« Reply #45 on: July 29, 2010, 04:27:14 am »
The tiles are 64x64 pixels, in case you are interested.
The bigger the better, I guess. :P
But I think 128x128 may result in some icky accuracy issues in the integer arithmetic. I will check it out over the weekend (not tomorrow, since I am away). It also uses 4x the storage, but that's 16KB, hardly a concern with the Nspire's enormous 32 MB archive. Hooray for no more memory issues, ever!

Offline fb39ca4

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Re: Floorcaster
« Reply #46 on: July 29, 2010, 03:45:46 pm »
As for map size, I'm not too sure. Usually 64x64 is enough, but for a F-Zero game, it might need 128x128 since game usually goes pretty fast. I didn't like how a lap only lasted 8 seconds in some F-Zero 68K tracks.

I timed going from one end of the tilemap to the other, and it took 7 seconds, so we can expect laps to be 20 seconds at least.

Offline DJ Omnimaga

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Re: Floorcaster
« Reply #47 on: July 29, 2010, 06:29:00 pm »
The tiles are 64x64 pixels, in case you are interested.
The bigger the better, I guess. :P
But I think 128x128 may result in some icky accuracy issues in the integer arithmetic. I will check it out over the weekend (not tomorrow, since I am away). It also uses 4x the storage, but that's 16KB, hardly a concern with the Nspire's enormous 32 MB archive. Hooray for no more memory issues, ever!
Aaah ok I see. As for size, I guess you could go with 64x64 if 128x128 poses too much issues. What about 96x96, btw?
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Offline bwang

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Re: Floorcaster
« Reply #48 on: July 30, 2010, 12:02:11 am »
The dimensions have to be a power of 2 in order for the bit-shifts and fast modulos to work.
Also, the final version will have a lower framerate, both due to the extra work involved in drawing sprites and the fact that right now, 40FPS on the Nspire's crappy screen causes blurring.
« Last Edit: July 30, 2010, 12:03:04 am by bwang »

Offline DJ Omnimaga

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Re: Floorcaster
« Reply #49 on: July 30, 2010, 02:52:22 am »
Aaah I see. And yeah I would reduce the framerate if I was you, since high framerate will be barely enjoyable x.x
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Offline bwang

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Re: Floorcaster
« Reply #50 on: July 30, 2010, 03:01:05 am »
Lowering the framerate is easy. It's increasing it that's hard :P
I think I'll write a fast sprite scaling routine next (basically, an integer version of the one in Ncaster). This might actually become a game :)
« Last Edit: July 30, 2010, 03:35:58 am by bwang »

Offline DJ Omnimaga

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Re: Floorcaster
« Reply #51 on: July 30, 2010, 03:03:06 am »
I know, I wasn't saying it was hard :/
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Offline calc84maniac

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Re: Floorcaster
« Reply #52 on: July 30, 2010, 03:06:47 am »
Lowering the framerate is easy. It's increasing it that's hard :P
I think I'll write a fast sprite scaling routine next (basically, an integer version of the one in Ndless). This might actually become a game :)
You mean Ncaster? ;D All these "N" names get confusing after a while, I guess :P
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline bwang

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Re: Floorcaster
« Reply #53 on: July 30, 2010, 03:37:53 am »
Blarg, right. Fixed.
Today's typo was brought to you by the letter "N" :P
I know, I wasn't saying it was hard :/
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I wasn't saying that you were saying it was hard :) What I meant was that the framerate will naturally decrease as more features are added.
« Last Edit: July 30, 2010, 03:42:31 am by bwang »

Offline DJ Omnimaga

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Re: Floorcaster
« Reply #54 on: July 30, 2010, 03:44:45 am »
Yeah I know. Plus if it's incredibly fast you can add much more stuff without needing to decrease it artificially too much.
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Offline Hot_Dog

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Re: Floorcaster
« Reply #55 on: July 30, 2010, 12:10:06 pm »
If you combine a wallcaster, ceiling caster and floor caster all in one, is that going to be slow?

Offline Silver Shadow

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Re: Floorcaster
« Reply #56 on: July 30, 2010, 01:32:24 pm »
It all depends if the cosmic rays manage to mutate the blue lobsters.
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Offline fb39ca4

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Re: Floorcaster
« Reply #57 on: July 30, 2010, 02:35:43 pm »
If you combine a wallcaster, ceiling caster and floor caster all in one, is that going to be slow?

Probably. Even the new features for the raycaster slowed it down majorly, from v0.0.1 all the way to v0.2.2. Though converting everything to fixed point will help.

Offline DJ Omnimaga

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Re: Floorcaster
« Reply #58 on: July 30, 2010, 03:03:57 pm »
It all depends if the cosmic rays manage to mutate the blue lobsters.
wut?
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Offline bwang

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Re: Floorcaster
« Reply #59 on: July 30, 2010, 03:24:10 pm »
Actually, if I converted Ncaster to integer arithmetic and optimized it, a combined floorcaster + ray caster should get about 15 FPS.
It all depends if the cosmic rays manage to mutate the blue lobsters.
What will they mutate into?