this is sweet. can we have an executable?
Can it do variable height raycasting? +1 anyway for the optimizations that I know are coming.
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
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
i think it's safe to say ASM is the asymptote of Axe.
i think it's safe to say ASM is the asymptote of Axe.
Haha, I lol'd.
@Runer: Have you made more progress on speed and optimizations?
WOW! I drool at your sweet programming skillz :P
Seriously, though, this is amazing.
Wow great! I personally would like something no one else tried yet: a raycasting RPG. Most people go with mazes or FPSes, but not RPGs. I could maybe even attempt a racing tunnel. :PO.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.
The day Axe > ASM is the day I explode. But it's getting close :o*Yeong puts bomb in DT to make him explode
Jumping and crouching! When jumping, you cannot change your direction of movement, although you will still collide with walls and they will affect your movement. When crouching, you move and turn at half speed and cannot jump.This is too great! O.O O.O O.O
EDIT: Also, the post number. >:D
(http://www.omnimaga.org/index.php?action=dlattach;topic=5675.0;attach=5003;image)
Keep up the good work Runer112! Still 6 MHz, right? Also how large is it so far? Is it also possible to reduce the quality like in Bwang's TI-Nspire Raycaster? Here's a screenshot demonstrating what I mean. Some people might want to go for lower quality if for example they need a lot of speed but want to stay in 6 MHz mode or if someone makes a multiplayer shooter or something.
Woah...
...my brain...
Wow great! I think there should be both an Axe and assembly version. Maybe the later could be an Axiom? As for the Axe version there should be some doc on what to modify in the engine maybe.
can anyone tell me what a raycaster does? looks to me like 3d!!!!It does look like 3D, but is a bit more limited. If I recall correctly, moving up/down isn't possible in a raycaster.
YAAXER | YAASMR |
(http://img251.imageshack.us/img251/6068/yaaxerspeedtest1.gif) | (http://img444.imageshack.us/img444/1807/yaasmrspeedtest1.gif) |
~3.1 FPS | ~4.0 FPS |
(http://img340.imageshack.us/img340/3666/yaaxerspeedtest2.gif) | (http://img96.imageshack.us/img96/3418/yaasmrspeedtest2.gif) |
~3.8 FPS | ~5.0 FPS |
ld de,12
DrawWallSliceLoop:
ld a,c
or (hl)
ld (hl),a
add hl,de
djnz DrawWallSliceLoop
DrawWallSliceLoop:
ld de,(var_N)
ld bc,(var_R)
WallSpriteShiftLoop:
ld a,d
or a
jr nz,WallSpriteShiftEnd
ld hl,var_S
ld a,(hl)
or a
jr z,WallSpriteShiftEnd
dec (hl)
ld hl,(var_T)
add hl,hl
ld (var_T),hl
ex de,hl
add hl,bc
ex de,hl
jr WallSpriteShiftLoop
WallSpriteShiftEnd:
dec d
ld (var_N),de
DrawFirstWallPixel:
ld hl,(var_P)
push hl
ld bc,-plotSScreen
add hl,bc
pop hl
jr nc,DrawWallPixelSkip
ld a,(var_T+1)
rla
jr nc,DrawWallPixelSkip
ld a,(var_M)
or (hl)
ld (hl),a
DrawWallPixelSkip:
ld de,12
add hl,de
ld (var_P),hl
ld hl,(var_U)
dec hl
ld (var_U),hl
ld a,h
or l
jr nz,DrawWallSliceLoop
more skilled coder now than when I started this projectis this even possible LOL.
Unfortunately raycasters by definition don't let you look up, look down, pan up, or pan down in any way :/
What he's saying is it's impossible to do, the way raycasters work. You'd need some sort of true 3D engine.