Author Topic: Nspire Raycaster  (Read 94514 times)

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SirCmpwn

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Re: Nspire Raycaster
« Reply #45 on: March 26, 2010, 01:16:19 pm »
I really want to buy an NSpire now

Offline Silver Shadow

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Re: Nspire Raycaster
« Reply #46 on: March 26, 2010, 02:27:00 pm »
Yepeee! Are you planning some sort of beta in the near future so that we can test it on real hardware?
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Offline bwang

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Re: Nspire Raycaster
« Reply #47 on: March 26, 2010, 02:45:42 pm »
I did attach a small demo in the post with the screenshot in it. It runs a bit slow, though, since I haven't fixed my texture mapping code yet.
« Last Edit: March 26, 2010, 02:46:13 pm by bwang »

SirCmpwn

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Re: Nspire Raycaster
« Reply #48 on: March 26, 2010, 03:00:25 pm »
@bwang, you can increase the speed of CalcCapture by changing the capture interval under File Properties.

Offline Silver Shadow

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Re: Nspire Raycaster
« Reply #49 on: March 26, 2010, 03:01:40 pm »
Hmmm... Seems I skipped the part where it said "demo attached". I suppose I was too distracted by the awesomeness of the screeny... :P
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Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #50 on: March 26, 2010, 03:12:43 pm »
Are you planning to implement floor and ceiling textures? What you've got is amazing already, don't mistake me there. Good work  ;D

It looks as if you're using the entire screen, am I right? If so that's also quite amazing, most raycasters on calculators can only be done with a section of the screen, I guess that fancy newfangled processor really is fast enough to handle things like that.

Stuff like this is probably going to be the reason I end up buying the nSpire.  :)

Did you say that your textures are 8x8?

Are you planning on using that resolution for the final product?

The only thing i would point out is that if you keep that resolution, it will make it rather difficult to make games using this engine that have a lot of visual details.
« Last Edit: March 26, 2010, 03:15:25 pm by AaroneusTheGreat »

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Re: Nspire Raycaster
« Reply #51 on: March 26, 2010, 03:21:46 pm »
If you want to buy an Nspire, buy the non-CAS blue one.
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SirCmpwn

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Re: Nspire Raycaster
« Reply #52 on: March 26, 2010, 03:22:43 pm »
Why?

Offline bwang

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Re: Nspire Raycaster
« Reply #53 on: March 26, 2010, 05:44:50 pm »
The black ones don't support Ndless yet and the CASes don't have an 84+ keypad.

The final textures definitely will not be 8x8. I am using the entire screen. Whether I use floor textures will depend on how much speed I have left.

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Re: Nspire Raycaster
« Reply #54 on: March 26, 2010, 06:53:50 pm »
Keep in mind that Ndless is coming for OS 2.0, though, so people with newer Nspires that cannot be downgraded below 2.0 will be fine. Just letting you know. However, I don't know the last news about this. I know exploits were found and all, and proof-of-concept screenshots of Ndless running on OS 2.0 were shown on both active french TI forums.

Don't get a CAS, though. First, a TI-89 emu will eventually come out for the Nspire, giving you most CAS functions if you absolutely need them in math, secondly, the CAS doesn't support the 84+ keypad (unless this changed with the new CAS?) and it's much more expensive than the regular Nspire.
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Offline bwang

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Re: Nspire Raycaster
« Reply #55 on: March 26, 2010, 07:09:32 pm »
New screenshot with higher resolution (32x32) textures:

Does anyone have advice to give on writing a faster texture mapper? I get twice the framerate I get now if I take out texture mapping, so clearly it is a major source of slowdown.
« Last Edit: March 26, 2010, 07:10:16 pm by bwang »

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Re: Nspire Raycaster
« Reply #56 on: March 26, 2010, 07:25:17 pm »
How many divisions are you doing per column? Would it help to change them to bit shifts, since your dividing by 32?

Offline bwang

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Re: Nspire Raycaster
« Reply #57 on: March 26, 2010, 07:27:10 pm »
They're all bit shifts now.

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Re: Nspire Raycaster
« Reply #58 on: March 26, 2010, 07:28:48 pm »
looks nice! I hope you find a solution for the speed. Does it run really really slow? Or does it run more like Gemini for the 83+?
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Offline bwang

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Re: Nspire Raycaster
« Reply #59 on: March 26, 2010, 07:30:13 pm »
The motion is smooth as long as you don't get too close to the walls. If you do, the engine needs to calculate textures for more pixels and it becomes choppy.