Author Topic: Axe Raycaster  (Read 23274 times)

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Offline squidgetx

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Re: Axe Raycaster
« Reply #120 on: December 11, 2010, 01:31:51 pm »
@ztrumpet: That's a problem though, since sinx / cosx and cosx / sinx actually comes out to either 0 or 1. So you actually have to inflate the first term by 128 (or some other factor) and then don't forget about the signed division :P Additionally, my problem was that not only did I have to scale by 128, I had to scale by 128 or -128 depending on which direction you were facing

@ztrumpet/DJ. I guess that would be good

@willrandship: How do you mean? Is there a scaling command?

Offline willrandship

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Re: Axe Raycaster
« Reply #121 on: December 11, 2010, 01:39:17 pm »
I think so.....hang on.

Hmm, guess not. I'd thought someone had mentioned scaling in an old thread.

Oh XD it was a thread about asm, not axe. :P sorry.

Offline FinaleTI

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Re: Axe Raycaster
« Reply #122 on: December 11, 2010, 01:49:31 pm »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline willrandship

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Re: Axe Raycaster
« Reply #123 on: December 11, 2010, 01:54:18 pm »
Yeah, that might have been part of what confused me :P but that one only talks about enlarging sprites, not shrinking them.

Offline squidgetx

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Re: Axe Raycaster
« Reply #124 on: December 11, 2010, 01:54:48 pm »
Hm, looks interesting. I think I'll go with making the user draw all the different zoom levels though, or possibly have the auto scale be an option

Offline ztrumpet

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Re: Axe Raycaster
« Reply #125 on: December 12, 2010, 10:20:53 pm »
@ztrumpet: That's a problem though, since sinx / cosx and cosx / sinx actually comes out to either 0 or 1. So you actually have to inflate the first term by 128 (or some other factor) and then don't forget about the signed division :P Additionally, my problem was that not only did I have to scale by 128, I had to scale by 128 or -128 depending on which direction you were facing
Ah, I see.  That's quite difficult.  Nice job on that. ;D

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #126 on: December 13, 2010, 03:59:19 pm »
Scaling really has to be pre-rendered. Rendering a sprite takes 0.1 second, meaning if there are 10 sprites on the screen, your game run a bit under 1 FPS.
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Offline willrandship

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Re: Axe Raycaster
« Reply #127 on: December 13, 2010, 08:01:24 pm »
I take it you mean scaling a sprite takes .1 seconds? That's really horrible for realtime rendering, but I suppose you could prescale them as it starts if you're super desperate for space.

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Re: Axe Raycaster
« Reply #128 on: December 14, 2010, 03:48:46 pm »
Yeah 0.1 second, as shown in my screenshot in the linked topic. This is why they need to be pre-rendered. When entering a room with new sprites they should probably be pre-rendered there.
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