Author Topic: Nspire Raycaster  (Read 94527 times)

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Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #120 on: April 02, 2010, 09:00:49 pm »
Well backgrounds could be used in place of floor textures, I used that method to make a "floor" in DOA. I can see how the actual floors would be done pixel by pixel, I wonder if there might be another way around this though, like a tile map that was stretched to the perspective of the floor, and then drawn before the walls were drawn. Like a Mode7 engine built into the rendering loop. I wonder if that could be done and make things look real still.

I'm also wishing I had an nSpire right about now, things seem to be getting pretty interesting with them.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #121 on: April 02, 2010, 09:55:55 pm »
I tried it and I like the sprite addition ^^

I noticed raycasting is now glitchy when you move camera up/down when being close to walls, though
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Offline bwang

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Re: Nspire Raycaster
« Reply #122 on: April 02, 2010, 11:34:29 pm »
Oops! I was editing the wrong version of the file.
New attachment re-fixes looking up/down.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #123 on: April 02, 2010, 11:57:33 pm »
Lol that happens XD

As long as you dont accidentally overwrite a more recent build/backup with older stuff, then it can be bad x.x

EDIT: Nice it works pretty well now ^^
« Last Edit: April 03, 2010, 12:10:58 am by DJ Omnimaga »
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Offline bwang

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Re: Nspire Raycaster
« Reply #124 on: April 03, 2010, 02:56:20 pm »
Quote
I wonder if there might be another way around this though, like a tile map that was stretched to the perspective of the floor, and then drawn before the walls were drawn.
Hmmm...that might actually work. I'll look at that after I fix some sprite-related stuff (such as sprites not moving up and down when you look up and down).

Screenshot:
« Last Edit: April 03, 2010, 02:56:46 pm by bwang »

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #125 on: April 03, 2010, 04:24:41 pm »
Glad it was fixed ^^

I noticed when trying it that they seemed to act weird when camera was up or down XD

Btw I made a video of the engine in action :)

Sorry for blurriness, my camera batteries were running out x.x


Link

« Last Edit: April 03, 2010, 04:25:07 pm by DJ Omnimaga »
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Offline jsj795

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Re: Nspire Raycaster
« Reply #126 on: April 03, 2010, 06:01:09 pm »
Wow! Nice!
* jsj795 asks for Counter Strike and goes to buy nspire
j/k
Well, I need money to buy nspire first. It took some time to get enough money before I bought my TI-89 and I'm broke now :P

Good job so far. I love how this is going. Hopefully it leads to more nspire programmer


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Offline critor

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Re: Nspire Raycaster
« Reply #127 on: April 03, 2010, 07:31:45 pm »
I've been reported a display-bug on an Nspire CAS.

Please watch the video:
http://profile.imageshack.us/user/Levak_92/videos/detail/#189/cimg6977.mp4
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Offline bwang

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Re: Nspire Raycaster
« Reply #128 on: April 03, 2010, 08:31:55 pm »
Quote
Glad it was fixed ^^
What was fixed? The sprite issue is still present.
Quote
I've been reported a display-bug on an Nspire CAS.
What triggers the bug?

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #129 on: April 03, 2010, 08:47:43 pm »
Oh wait I misread, I thought you fixed the sprite issue x.x
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Offline bwang

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Re: Nspire Raycaster
« Reply #130 on: April 03, 2010, 09:28:12 pm »
New demo fixes the sprite bug.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #131 on: April 03, 2010, 10:29:41 pm »
great! Seems to work pretty fine ^^

One thing, though: I noticed the camera view for up/down seems to be more for a 3rd person style view, for example, from the point where you stand, camera actually seems to go up as you view lower and lower, or vice versa, kinda like if it tried to remain centered on something. It could be very great for a Zelda-like game, but it might be a bit weird for a first person shooter
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Offline bwang

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Re: Nspire Raycaster
« Reply #132 on: April 04, 2010, 12:09:13 am »
True, the camera does move up and down. I haven't figured out the code to keep it in one place right now (or rather, I haven't tried yet), since I have a bunch of other things to do (optimize sprites, write code to load textures from external bitmaps, bigger sprites, moving sprites, doors, etc.).

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #133 on: April 04, 2010, 12:14:08 am »
In the first version with camera moving up/down, it seemed more first-person style, but the walls seemed a bit broken when moving it up or down x.x

I can't wait to see which other stuff you'll come up with :) and screenshots
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Offline bwang

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Re: Nspire Raycaster
« Reply #134 on: April 04, 2010, 01:10:37 am »
Hmmm...Just realized that the looking up/down code was actually flying/crouching code. That explains the strange effects.