Author Topic: YAAR (Yet Another Assembly/Axe Raycaster)  (Read 15088 times)

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Offline Runer112

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YAAR (Yet Another Assembly/Axe Raycaster)
« on: December 11, 2010, 09:31:05 pm »
I had started work on an Axe raycaster a while ago, but forgot about it. However, squidgetx's raycaster reminded me that I had one too, so I went back to work on it. Anyways, it works pretty nicely, although somewhat slowly , and I have different versions with different features. It's pure Axe though, which is pretty awesome. ;D I run all my versions of it at 15MHz.

Unless you want me to go into the technical details, I won't, because that stuff is pretty ugly. But screenshots are cool!

Most of what I need to do now is try to make it faster, because these are all using the full 15MHz and it would be nice to save some processing power for other things!


EDIT: Attached a zip file containing the source code and compiled executables for all four versions.
« Last Edit: December 17, 2010, 05:16:46 pm by Runer112 »

Offline tloz128

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #1 on: December 11, 2010, 09:35:36 pm »
+1 respect for textured walls
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Offline fb39ca4

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #2 on: December 11, 2010, 09:42:51 pm »
You and squidgetx should have a competition to see who can get the most fps!

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #3 on: December 11, 2010, 09:46:42 pm »
YAAR! Looking good :D
/e

Offline nemo

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #4 on: December 11, 2010, 10:03:07 pm »
this is sweet. can we have an executable?


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Re: YAAR (Yet Another Axe Raycaster)
« Reply #5 on: December 11, 2010, 10:14:27 pm »
Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.
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Offline Runer112

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #6 on: December 11, 2010, 10:19:22 pm »
this is sweet. can we have an executable?

I just attached a zip file to the first post containing all the source and executable files.


Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.

Not yet, but I guess it's certainly possible. I'll look into adding features once I can make it faster though, because it already struggles to run smoothly at 15MHz even at 64x64 with no textures.

I also need to try to improve collision detection. If you walk into the outside corner of a solid block at certain angles, you don't collide with it and just walk right into it.
« Last Edit: December 11, 2010, 10:24:40 pm by Runer112 »

Offline Michael_Lee

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #7 on: December 12, 2010, 01:17:19 am »
That's pretty cool!

For the pure black-and-white one, are you repeatedly drawing lines/rectangles, or do you have a more elaborate flood-fill algorithm of some kind (or am I completely off-base in my questions?)
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Re: YAAAR (Yet Another Awesome Axe Raycaster)
« Reply #8 on: December 12, 2010, 01:19:35 am »
YAAAR (Yet Another Awesome Axe Raycaster)

Epic O.O

And textures are awesome!
« Last Edit: December 12, 2010, 11:40:53 am by Deep Thought »




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Re: YAAR (Yet Another Axe Raycaster)
« Reply #9 on: December 12, 2010, 01:23:05 am »
Outstanding!  Im amazed Axe has enough speed to do texture mapping on walls O.O I don't even

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #10 on: December 12, 2010, 01:36:56 am »
Looking really sweet :) Good luck on the optimizations.
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Re: YAAR (Yet Another Axe Raycaster)
« Reply #11 on: December 12, 2010, 05:41:18 am »
O.O O.O O.O O.O
O.O O.O O.O O.O
O.O O.O O.O O.O


My eyes just popped out of my head, like this O.O

I'm not sure how to describe the awesomeness that this is, but wow, textures! Plus it runs fast too. Did you use pure Axe or both Axe and ASM? I think when it is updated, you should maybe release the engine with some instructions on how to integrate it inside a game. It would be great to see games using this. :O
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Offline Runer112

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #12 on: December 12, 2010, 09:55:34 am »
O.O O.O O.O O.O
O.O O.O O.O O.O
O.O O.O O.O O.O


My eyes just popped out of my head, like this O.O

I'm not sure how to describe the awesomeness that this is, but wow, textures! Plus it runs fast too. Did you use pure Axe or both Axe and ASM? I think when it is updated, you should maybe release the engine with some instructions on how to integrate it inside a game. It would be great to see games using this. :O

This is 100% pure Axe goodness. ;) And yes, if I manage to get it to run a bit faster and have a few more useful features for games (like scaled sprites) then I'll certainly release it as a tool for Axe programmers.
« Last Edit: December 12, 2010, 09:57:01 am by Runer112 »

Offline squidgetx

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #13 on: December 12, 2010, 10:13:22 am »
Holy...O.O

I'm definitely going to have to take a look at your source, though I doubt I'll be able to make many improvements to it lol

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Re: YAAR (Yet Another Axe Raycaster)
« Reply #14 on: December 12, 2010, 10:23:03 am »
Holy shit... O.O O.O O.O O.O O.O O.O O.O

This is like my ideal raycaster for axe development... from heaven.  O.O

+1 respect for being so freakin awesome