Author Topic: Nspire Raycaster  (Read 95125 times)

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Offline calcdude84se

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Re: Nspire Raycaster
« Reply #345 on: May 12, 2010, 08:11:28 pm »
Oh... :( Now we're all disappointed. Well, holes are still somewhat useful...
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
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I'll put it online when it does something.

Offline ztrumpet

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Re: Nspire Raycaster
« Reply #346 on: May 12, 2010, 09:06:23 pm »
Still, this is awesome.  I'm excited to see what can be done.  Keep it up bwang! ;D

Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #347 on: May 13, 2010, 12:00:32 am »
Bwang, I figured it might effect the speed of the engine if you had to use overdraw (the only way I know of to make transparent wall textures) because of the need to continue looping after a wall intersection. But thanks for trying anyways, it's cool that you're listening to my suggestions, as off base as they might be sometimes.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #348 on: May 13, 2010, 12:36:08 am »
aw too bad it won't work, still, nice work on this project so far, though.
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Offline bwang

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Re: Nspire Raycaster
« Reply #349 on: May 13, 2010, 01:49:45 am »
Bwang, I figured it might effect the speed of the engine if you had to use overdraw (the only way I know of to make transparent wall textures) because of the need to continue looping after a wall intersection. But thanks for trying anyways, it's cool that you're listening to my suggestions, as off base as they might be sometimes.
I need to continue looping after a wall intersection anyway, because of the variable-height columns (so a slice of wall may be partially hidden). Right now the problem is if a cube has holes, the engine will try to draw all four faces of the block, which looks terrible. The only way I can think of to remedy this is to make the rendering unit a face of a cube instead of a whole cube, at the expense of making the level format harder to comprehend.
Does anyone have optimizations for the code? Or should I add more comments to make the source more readable?
I might try writing an external level loader next, so textures and maps would no longer be hard-coded.

Offline bwang

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Re: Nspire Raycaster
« Reply #350 on: May 13, 2010, 09:04:49 pm »
I've decided to prepare a release for ticalc.org. I have two requests:
(1) Can someone make me an animated screenshot of the latest version for ticalc.org?
(2) Does anyone know where I can find the source of the BMPtoC.exe program in this program? I would include a modified version of it in my package for texture creation, and/or use the source to write a texture loader.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #351 on: May 13, 2010, 09:23:46 pm »
I can do an animated screenshot, but it will be split in several screenshots. I think ticalc limits each files to 1 MB. An animated screenshot for such thing will hit 1 MB in about 10 seconds.
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Offline bwang

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Re: Nspire Raycaster
« Reply #352 on: May 13, 2010, 11:05:02 pm »
That's fine.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #353 on: May 14, 2010, 12:29:35 am »
Do I need to wait for a new version btw? Or do I use latest one?
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Offline bwang

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Re: Nspire Raycaster
« Reply #354 on: May 14, 2010, 12:36:23 am »
You can use this one.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #355 on: May 14, 2010, 12:37:18 am »
Ok I'll try to do some screenshots as soon as possible.

They'll run at 10 fps

EDIT: Here are some. Pick your favorites. The two first run at 5 fps, though. The rest are all at 10

Btw you oughta include a readme in the next release with controls so people know what keys does what.
« Last Edit: May 14, 2010, 03:17:32 am by DJ Omnimaga »
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Offline bwang

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Re: Nspire Raycaster
« Reply #356 on: May 14, 2010, 03:03:28 pm »
Nice! Thank you.
I'll put a Readme in the next release.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #357 on: May 14, 2010, 05:08:10 pm »
IN later releases, are you planning maybe to have some sort of example mini game, for example, just a small map where you need to find a gun, avoding enemy shots, then reach the end, killing the boss? Just something simple so people see what kind of games could be done
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Offline bwang

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Re: Nspire Raycaster
« Reply #358 on: May 14, 2010, 06:08:01 pm »
I might. Right now, I write some proper documentation, and maybe a simple guide on how to get started programming the Nspire.

Offline Galandros

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Re: Nspire Raycaster
« Reply #359 on: May 14, 2010, 06:48:42 pm »
It is so good to start seeing Nspire graphics.
Can you optimize the engine to get some more FPS? (without reducing resolution)

I think a FAT engine (see the FAT engine for 68k calcs, it is the engine that DOA uses) for Nspire will be a great project to open game oriented programming to it.
But from all doubts that bwang has about available C functions, Nspire is not yet an easy calculator to program.
Hobbing in calculator projects.