Author Topic: Axe Raycaster  (Read 23273 times)

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Offline willrandship

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Re: Axe Raycaster
« Reply #105 on: December 08, 2010, 06:23:30 pm »
That's an asm engine that was written by benryves that appears to be a true 3d one, (at least a bit more 3d :P) since you can look up and down.

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #106 on: December 08, 2010, 10:55:39 pm »


This looks really good!
Indeed O.O I really need to post a news about this soon.

Ben was working on this years ago but stopped, and now he appears to have resumed it.

@Squidgetx Two sizes sounds good for objects, although I wonder if it would look weird with large enemies.
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Offline willrandship

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Re: Axe Raycaster
« Reply #107 on: December 08, 2010, 11:10:31 pm »
what the...I saw 55 fps at one point.

Offline AngelFish

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Re: Axe Raycaster
« Reply #108 on: December 08, 2010, 11:12:45 pm »
That's an asm engine that was written by benryves that appears to be a true 3d one, (at least a bit more 3d :P) since you can look up and down.

Where is that available!
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #109 on: December 08, 2010, 11:14:46 pm »
what the...I saw 55 fps at one point.
Like with computer FPSes, when you're closer to walls there is less stuff to render and check, I think, which is why framerate increases. Notice how in many computer games, speed gets smoother when you approach a wall.
That's an asm engine that was written by benryves that appears to be a true 3d one, (at least a bit more 3d :P) since you can look up and down.

Where is that available!
http://benryves.com/images/nostromo/bsp/2010.11.28/Nostromo.zip
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Offline AngelFish

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Re: Axe Raycaster
« Reply #110 on: December 08, 2010, 11:21:31 pm »
I very much want this ;D
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline jnesselr

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Re: Axe Raycaster
« Reply #111 on: December 09, 2010, 07:22:57 am »
That .gif file almost crashed my browser. (It doesn't handle huge .gifs well, and at 1678 frames, well, it's kinda huge) Otherwise, though, I think that's one of the best 3d engines I've ever seen. I can never seem to do 3d from a first person view. Only looking at a model or something.

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #112 on: December 09, 2010, 09:41:41 am »
What browser do you use Graph? I think I remember IE for Mac playing animated GIFs slowly and some sites crashing when too many images had to be displayed.
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Offline Munchor

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Re: Axe Raycaster
« Reply #113 on: December 09, 2010, 09:42:44 am »
That .gif file almost crashed my browser. (It doesn't handle huge .gifs well, and at 1678 frames, well, it's kinda huge) Otherwise, though, I think that's one of the best 3d engines I've ever seen. I can never seem to do 3d from a first person view. Only looking at a model or something.

What browser do you use Graph? I think I remember IE for Mac playing animated GIFs slowly and some sites crashing when too many images had to be displayed.





May I bet on IE??

Offline squidgetx

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Re: Axe Raycaster
« Reply #114 on: December 09, 2010, 07:18:37 pm »
Okay, figured out generally what's wrong with the engine. It involves the necessity of scaling all my numbers by 128*8 rather than 128, so I think the engine will need to be (almost) completely rewritten. It shouldn't be too difficult though :P

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Re: Axe Raycaster
« Reply #115 on: December 09, 2010, 08:38:04 pm »
Ouch, I hope it's not too hectic X.x. Good luck!
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Offline squidgetx

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Re: Axe Raycaster
« Reply #116 on: December 10, 2010, 05:54:26 pm »
It's getting a *little* hectic. It took me a while to figure out how to accurately compensate for the lack of a tan and cot function :P, and that's only the tip of the iceberg :P

I'm going to do some minor improvements and add sprites just for functionality testing, and call it an alpha. Then I'll work on rewiring the engine for less distortion, more accuracy, textures, and a world editor (sprites and map) which will probably be more of an on/off project depending on how things with my other projects are going.

Regarding sprites, do we think it would be better for the user to to have to make like 10 sizes of the same sprite, or only two or three and have the engine scale them by 2x and 4x? It's a question of detail versus less hassle on the user end :P
« Last Edit: December 10, 2010, 08:52:56 pm by squidgetx »

Offline willrandship

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Re: Axe Raycaster
« Reply #117 on: December 10, 2010, 10:46:13 pm »
how many levels can axe scale through? If you submitted one 64x64, you could squash 10 sizes out of that. Axe can do that now, can't it?

Offline ztrumpet

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Re: Axe Raycaster
« Reply #118 on: December 10, 2010, 11:25:51 pm »
It's getting a *little* hectic. It took me a while to figure out how to accurately compensate for the lack of a tan and cot function :P, and that's only the tip of the iceberg :P
tan x = sin x / cos x and cot x = cos x / sin x if you didn't already know this. ;)

Sounds great!  I can't wait for more progress. ;D

Regarding sprites, do we think it would be better for the user to to have to make like 10 sizes of the same sprite, or only two or three and have the engine scale them by 2x and 4x? It's a question of detail versus less hassle on the user end :P
I think the user should have to make multiple copies.  This would be quicker and easier for your code, and also more precise than a general algorithm. :D

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Re: Axe Raycaster
« Reply #119 on: December 11, 2010, 01:02:21 am »
Same as what Ztrumpet said. I hope you don't run into any major bugs halting development considerably too. A raycaster or anything involving 3D really seem hectic to code. X.x
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