Author Topic: Axe Raycaster  (Read 23348 times)

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Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #75 on: December 06, 2010, 11:53:31 pm »
Nice. By the way I tried the raycaster in Wabbitemu and the paths I walked through seemed really narrow. Is that normal? O.O
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Offline Yeong

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Re: Axe Raycaster
« Reply #76 on: December 07, 2010, 06:56:11 am »
just my opinion, but will the curved wall be possible later?(Like hills)
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Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #77 on: December 07, 2010, 02:46:05 pm »
I think that might be beyond raycasting capabilities, but variable heights by blocks, not slopes, might be possible.
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Offline AngelFish

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Re: Axe Raycaster
« Reply #78 on: December 07, 2010, 02:47:20 pm »
just my opinion, but will the curved wall be possible later?(Like hills)

Not without some nice dithering code for monochrome.
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Offline squidgetx

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Re: Axe Raycaster
« Reply #79 on: December 07, 2010, 08:06:53 pm »
What exactly do you mean by 'curved walls' ?

Also, textures are hard x.x

Offline willrandship

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Re: Axe Raycaster
« Reply #80 on: December 07, 2010, 08:08:09 pm »
Curved walls as in hills != raycasting as far as I understand it.

But, like DJ said, stuff like stairs. No curved tops.
« Last Edit: December 07, 2010, 08:08:46 pm by willrandship »

Offline nemo

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Re: Axe Raycaster
« Reply #81 on: December 07, 2010, 08:09:07 pm »
just my opinion, but will the curved wall be possible later?(Like hills)

Nope. curves cannot be supported by a raycaster due to their nature. the z-axis is locked. all walls must form a 90 degree angle with the floor.


Offline Builderboy

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Re: Axe Raycaster
« Reply #82 on: December 07, 2010, 08:10:43 pm »
Not only must walls form a 90 degree angle with the floor, but also corners must be 90 degrees as well, so you can't have diagonal walls.

Offline willrandship

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Re: Axe Raycaster
« Reply #83 on: December 07, 2010, 08:12:02 pm »
so, no octagon style wall shapes? Or do you mean ceiling parallel to floor?

Offline nemo

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Re: Axe Raycaster
« Reply #84 on: December 07, 2010, 08:12:58 pm »
so, no octagon style wall shapes? Or do you mean ceiling parallel to floor?

this would be achieved by textures. i do wonder if transparent walls would be possible though...


Offline willrandship

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Re: Axe Raycaster
« Reply #85 on: December 07, 2010, 08:13:45 pm »
That would depend on how collision detection worked.

Offline squidgetx

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Re: Axe Raycaster
« Reply #86 on: December 07, 2010, 08:16:00 pm »
^Transparent walls would be easy, once I change the map storage from bits to nibbles or bytes: you can just have a wall that isn't detected by the raycasting part but is detected by the collision testing :P

Also, if you mean octagonal shape as in something like the US Pentagon, where it looks like a pentagon from the top but you walk around it looking at it from the side, then yes :P otherwise, not really

Offline nemo

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Re: Axe Raycaster
« Reply #87 on: December 07, 2010, 08:16:07 pm »
i'm assuming it's by the rays traced. in which case, the ray would trace through a transparent wall as if it weren't there. you'd need two maps. one indicating whether or not you can walk, and on indicating wether or not the ray should be cast for those pixels.


Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #88 on: December 08, 2010, 03:07:49 am »
Transparency walls would be great.

Also I wonder if there will be a new screenshot soon? :)
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Offline squidgetx

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Re: Axe Raycaster
« Reply #89 on: December 08, 2010, 07:07:47 am »
x.x So I'm running into some rather unavoidable issues: the current method of all testing for collision (of both the rays and the player) is with pxl-test on the backbuffer. Yesterday I tried changing the map to bytes, and using basic array checking ({Y*96+X+Pointer}) so that I could then add support for different types of walls (like the transparent ones), and it runs really slow, even after adding Runer's assembly code. I can't think of any way to improve it

It's not unbearably slow, but I can tell that if I decided to add textures or scaled sprites, it probably wouldn't make it :(

Progress will continue, but at the best I think we're only going to see 4bit variation in the wall 'types' (done by or-ing two buffers over each other)

edit: Another alternative could be to reduce the screen size, like in Gemini, but I'm kind of iffy on that :P
« Last Edit: December 08, 2010, 07:11:00 am by squidgetx »