Author Topic: [Lua] RayCaster  (Read 43943 times)

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Offline Jim Bauwens

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Re: [Lua] RayCaster
« Reply #75 on: July 26, 2011, 02:11:58 pm »
Nice, I'm looking forward to it!

Offline cypressx1

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Re: [Lua] RayCaster
« Reply #76 on: July 27, 2011, 07:36:24 am »
me too!

Offline Adriweb

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Re: [Lua] RayCaster
« Reply #77 on: July 27, 2011, 11:45:34 am »
Yep, it definitely looks cool to have a 3D random puzzle game, congrats :)

looking forward to see it ! (the game, and the code :P)
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Offline pianoman

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Re: [Lua] RayCaster
« Reply #78 on: July 27, 2011, 12:31:46 pm »
Can't wait for it :D

Offline calc84maniac

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Re: [Lua] RayCaster
« Reply #79 on: July 27, 2011, 02:27:19 pm »
I was reading earlier in the topic and it was said that textures would be impossible to do quickly in Lua. But can't you exploit the image.copy() function? You could store each column of the texture as a TI.image, and select one of these columns depending on where the wall is intersected. Then, instead of doing something like:
Code: [Select]
gc:drawRect(x, y, xwidth, yheight)
You could do:
Code: [Select]
gc:drawImage(image.copy(columnImage, xwidth, yheight), x, y)
This is probably a bit slower than just drawing a rectangle, but I can't imagine it being as slow as drawing textures manually.

Edit: Removed extra closing parentheses
« Last Edit: July 27, 2011, 02:35:33 pm by calc84maniac »
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Offline fb39ca4

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Re: [Lua] RayCaster
« Reply #80 on: July 27, 2011, 05:16:20 pm »
That would be a lot of TI.images :P

Offline calc84maniac

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Re: [Lua] RayCaster
« Reply #81 on: July 27, 2011, 07:37:03 pm »
That would be a lot of TI.images :P
Nobody has to know if you keep them in an array, hehe
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Offline fb39ca4

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Re: [Lua] RayCaster
« Reply #82 on: July 27, 2011, 08:32:37 pm »
What has this world come to? Images in arrays? Blasphemy!
You can put images in matrices now? *.*

Offline calc84maniac

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Re: [Lua] RayCaster
« Reply #83 on: July 27, 2011, 08:35:11 pm »
Well, Lua uses tables. You can put anything you want in a table, I'm pretty sure.
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Offline pianoman

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Re: [Lua] RayCaster
« Reply #84 on: July 27, 2011, 09:48:28 pm »
Yeah, you can put everyhing in a table :P

Offline Adriweb

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Re: [Lua] RayCaster
« Reply #85 on: July 28, 2011, 01:10:40 am »
You can also use jimbauwens' ti.image compression algorithm %)
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Offline Chockosta

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Re: [Lua] RayCaster
« Reply #86 on: July 28, 2011, 08:26:07 am »
I can try, but I don't have too much hope.
TI.images are awfully slow. Look at my Bobby Carrot : when there are not too much sprites, the drawing is fast. But when there are more than 50 sprites (30*30 pixels), you have to wait more than 1 sec before the screen is refreshed.

Offline fb39ca4

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Re: [Lua] RayCaster
« Reply #87 on: July 28, 2011, 10:26:24 am »
Then that's no good. :( Even rendering every other column, that's still 160 images. I'm not too surprised, as that was supposed to be a general purpose routine for displaying a few images here and there, not optimized for speed.

Offline Adriweb

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Re: [Lua] RayCaster
« Reply #88 on: July 28, 2011, 11:22:01 am »
[ i'm not saying anything, okay ? ]

TI.Image will be faster in the future (very probably) thanks to [ that I really can't say ]

[ / oops what did I just say ]
« Last Edit: July 28, 2011, 11:22:15 am by adriweb »
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Offline fb39ca4

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Re: [Lua] RayCaster
« Reply #89 on: July 28, 2011, 11:24:55 am »
[ i'm not saying anything, okay ? ]

TI.Image will be faster in the future (very probably) thanks to [ that I really can't say ]

[ / oops what did I just say ]
:o ... interesting