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Messages - Deron
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« on: July 16, 2011, 07:14:22 pm »
It's funny how I right away got a -1 for my post. What is it, are you mad because you're envious and jealous of people who actually do have a decent youth? If not, tell me what it is, I'm genuinely interested to know why you're all so edgy and hateful.
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« on: July 16, 2011, 07:10:49 pm »
Yeah, that might be a better choice. Get a life, don't waste your time doing useless autistic things on your calculator. Get to know people, talk to girls, drink, smoke pot, stay intelligent, etc. Go enjoy life.
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« on: July 14, 2011, 02:38:18 pm »
Oh okay, sorry my bad. I first thought that the fact that the variables dirX, dirY, planeX, planeY, cameraX, rayPosX, rayPosY, rayDirX, rayDirY, sideDistX, sideDistY, perpWallDist, mapX, mapY, hit, stepX, stepY, deltaDistX, deltaDistY, side, drawStart and drawEnd have the exact same name and do exactly the same thing in Vandevenne's was a coincidence.
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« on: July 14, 2011, 02:03:57 pm »
Sure. I totally agree. Please read my post ( http://ourl.ca/12034/227840 ) and tell me which tutorial is the original one, then I'll mention it.
And I did not "removed a couple of brackets and changed function names". I used the tutorial author's code to create mine. Isn't it the purpose of a tutorial ? Also, I'm not a great coder, and I've never done a 3D engine (even if it's only a raycaster) before that. So I have to train, and that's a training. It's absolutely not a finished program, it's a trial of an engine for a possible game.
You are right, I should have given credits to the author. But what you say is a little excessive, don't you think so ?
I shouldn't have to explain you this, but it's about material (or electronic, in this case) property, not about some tutorials which you read. I'm sorry if you do not understand that, but it should be very clear and obvious. What I can see is that your code resembles very closely to that of Vandevenne, because you blatantly copied big portions of code from him. There's nothing more to it. It should also be quite obvious that a honest gesture of an educated and respectful man would be at the very least to thank him for that, not go along and pretend you made it. The purpose of a tutorial is to be a tutorial, to teach and to show (or something along those lines). It doesn't matter if you took the code from a tutorial, from a book or from a donkey's ass, all that matters is that you took vast chunks of it from someone else. That you're not a very good coder and that it's not a finished program has absolutely nothing to do with this, it doesn't give you any special privileges. I suppose it all comes down to education and good manners, two fundamental things that many people lack.
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« on: July 14, 2011, 11:53:20 am »
Hayleia I don't know what Wolfenstein has to do with all this, you clearly did not read either the content in the link nor my last message.
Ok, I should not fight but I read your link and it is written "Wolfenstein 3D" so it is you that didn't read your link before speaking. So before saying people are stupid, look at you. As I don't want to start a fight, I will not answer you from now. If you want to keep saying people copy others, go to the ASM forums and ask why they all use bcall(ClrLCDfull)
The tutorial only mentioned Wolfenstein a couple of times, but it has nothing to do with the core content. Also, when did I say anyone was stupid? Furthermore, since when has discussing about an issue on the Internet become fighting? ... The programmers there aren't trying to claim that they wrote ClrLCDFull. They just call it whenever they have to use it.
But me, I wrote this raycaster. I followed a tutorial, but I wrote the entire thing.
I stand my ground. A big part of the code was copied from the tutorial and you did in no way mention it or the creator of it. There's a difference in reading documents and making up your own mind (i.e. reading many tutorials and then writing your own code from scratch), and copying chunks from another person's code (it doesn't matter if you removed a couple of brackets and changed function names to make it work on the calculator, it's not what's important). He may have meant to have his code copied freely, but it still doesn't change the fact that it is disrespectful to pretend it was all made by you (don't tell me you didn't try to), when it clearly wasn't. It's not a crime; it's just a matter of education, respect and honesty.
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« on: July 14, 2011, 06:00:31 am »
You don't actually know if Chockosta used his code or not, so I wouldn't go and accuse him, a PM asking him about this would be more appropriate. However, if this is true, then Chockosta, you should give him credit.
Alright. Vandevenne's code: double cameraX = 2 * x / double(w) - 1; //x-coordinate in camera space double rayPosX = posX; double rayPosY = posY; double rayDirX = dirX + planeX * cameraX; double rayDirY = dirY + planeY * cameraX; Chokosta's code: cameraX=(x*2/w)-1 rayPosX=camera[1] rayPosY=camera[2] rayDirX=dirX+planeX*cameraX rayDirY=dirY+planeY*cameraX
Vandevenne's code: int mapX = int(rayPosX); int mapY = int(rayPosY); double deltaDistX = sqrt(1 + (rayDirY * rayDirY) / (rayDirX * rayDirX)); double deltaDistY = sqrt(1 + (rayDirX * rayDirX) / (rayDirY * rayDirY)); Chokosta's code: mapX=math.floor(rayPosX) mapY=math.floor(rayPosY) deltaDistX=racine(1+(rayDirY*rayDirY)/(rayDirX*rayDirX)) deltaDistY=racine(1+(rayDirX*rayDirX)/(rayDirY*rayDirY))
Vandevenne's code: if (rayDirX < 0) { stepX = -1; sideDistX = (rayPosX - mapX) * deltaDistX; } else { stepX = 1; sideDistX = (mapX + 1.0 - rayPosX) * deltaDistX; } if (rayDirY < 0) { stepY = -1; sideDistY = (rayPosY - mapY) * deltaDistY; } else { stepY = 1; sideDistY = (mapY + 1.0 - rayPosY) * deltaDistY; } Chokosta's code: if rayDirX<0 then stepX=-1 sideDistX=(rayPosX-mapX)*deltaDistX else stepX = 1; sideDistX = (mapX+1-rayPosX)*deltaDistX end if rayDirY<0 then stepY=-1; sideDistY=(rayPosY-mapY)*deltaDistY else stepY=1; sideDistY=(mapY+1-rayPosY)*deltaDistY end
Vandevenne's code: while (hit == 0) { if (sideDistX < sideDistY) { sideDistX += deltaDistX; mapX += stepX; side = 0; } else { sideDistY += deltaDistY; mapY += stepY; side = 1; }
if (worldMap[mapX][mapY] > 0) hit = 1; } Chokosta's code: while hit==0 do if sideDistX<sideDistY then sideDistX=sideDistX+deltaDistX mapX=mapX+stepX side=0 else sideDistY=sideDistY+deltaDistY mapY=mapY+stepY side=1 end
if map[mapX][mapY]>0 then hit=1 end end
Vandevenne's code: if (side == 0) perpWallDist = fabs((mapX - rayPosX + (1 - stepX) / 2) / rayDirX); else perpWallDist = fabs((mapY - rayPosY + (1 - stepY) / 2) / rayDirY); Chokosta's code: if side==0 then perpWallDist=math.abs((mapX-rayPosX+(1-stepX)/2)/rayDirX) else perpWallDist=math.abs((mapY-rayPosY+(1-stepY)/2)/rayDirY) end
Vandevenne's code: int lineHeight = abs(int(h / perpWallDist)); int drawStart = -lineHeight / 2 + h / 2; if(drawStart < 0) drawStart = 0; int drawEnd = lineHeight / 2 + h / 2; if(drawEnd >= h) drawEnd = h - 1; Chokosta's code: hauteurLigne=math.abs(math.floor(h/perpWallDist)) drawStart=math.floor(-hauteurLigne/2+h/2) drawEnd=math.floor(hauteurLigne/2+h/2) if drawStart<0 then drawStart=0 end if drawEnd>=h then drawEnd=h-1 end
Do you want more? Hayleia I don't know what Wolfenstein has to do with all this, you clearly did not read either the content in the link nor my last message.
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« on: July 13, 2011, 06:38:49 pm »
You could at least have given credit to Lode Vandevenne before copying the code from his tutorial nearly word by word, or you should've at least changed the variable names to give us the illusion that the "Par Loic Pujet" actually was true. Sorry for being harsh, but I don't feel much sympathy for people who pretend to have made something themselves, and don't even have the guts to thank or in the slightest way mention the original creator. I'm looking forward to hearing your silly excuses.
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