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TI-Nspire
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Nspire Raycaster
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Topic: Nspire Raycaster (Read 104888 times)
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: Nspire Raycaster
«
Reply #330 on:
May 11, 2010, 12:22:52 pm »
Sprites facing different directions (angle-wise) would be cool, or 3D sprites in the style of the Nintendo 64
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bwang
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Re: Nspire Raycaster
«
Reply #331 on:
May 11, 2010, 03:47:42 pm »
Multidirectional sprites are quite possible, and I intend to add them in the future. However, they are precomputed, so you can't have a box made of sprites.
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DJ Omnimaga
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Re: Nspire Raycaster
«
Reply #332 on:
May 11, 2010, 04:14:37 pm »
Will it be possible to have sprites stacked like this, though?
If you notice in 3D games, in most cases, the trees aren't really fully 3D models, the leaves are stacked 2D sprites set at different angles, to make the tree leaves look like 3D.
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willrandship
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Re: Nspire Raycaster
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Reply #333 on:
May 11, 2010, 06:21:03 pm »
that's exactly what I was talking about, DJ!
Good to know! by precomputed, do you mean they're immobile? Won't that cause problems with movements of enemies?
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bwang
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Re: Nspire Raycaster
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Reply #334 on:
May 11, 2010, 06:35:14 pm »
@DJ: Yes. In fact, that (and multidirectional sprites) are already possible; the client just needs to update the sprites being drawn based on the camera direction.
@willrandship: No, not immobile. What I mean is that the images being drawn views of a 3D object from different angles. When you "turn" the sprite, you look up what image will be drawn based on the angle.
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DJ Omnimaga
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Re: Nspire Raycaster
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Reply #335 on:
May 11, 2010, 07:06:38 pm »
Aah sounds cool, and how many sprites does the engine support in one map?
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bwang
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Re: Nspire Raycaster
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Reply #336 on:
May 11, 2010, 09:38:13 pm »
As many as you want, limited by only memory and speed considerations.
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DJ Omnimaga
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Re: Nspire Raycaster
«
Reply #337 on:
May 11, 2010, 09:39:54 pm »
AAh ok. Thanks ^^
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AaroneusTheGreat
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Re: Nspire Raycaster
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Reply #338 on:
May 11, 2010, 11:56:58 pm »
I've always wondered if there was a way you could have a sub class of sprites in a ray caster that didn't stay perpendicular to the camera, who's orientation would be set, and therefore would be stretched according to perspective like a wall. This would come in handy because it would be flat and have transparency, allowing for objects like a chain link fence or iron bars blocking a path. Would this be easy to do? I only know the very basics of ray casting, and only in the context of a fixed angle ray caster.
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bwang
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Re: Nspire Raycaster
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Reply #339 on:
May 12, 2010, 01:57:18 am »
The algorithm I'm using can support transparent wall textures with a little modification. I'll add that in the next release.
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DJ Omnimaga
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Re: Nspire Raycaster
«
Reply #340 on:
May 12, 2010, 02:01:00 am »
:O
TRANSPARENCY?? Wow that made my day...well... night (it's 2 AM
)
«
Last Edit: May 12, 2010, 02:01:12 am by DJ Omnimaga
»
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Raylin
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Re: Nspire Raycaster
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Reply #341 on:
May 12, 2010, 08:12:38 am »
Transparent walls?!
Oh my GOD!
This is ridiculous!
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Re: Nspire Raycaster
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Reply #342 on:
May 12, 2010, 04:26:46 pm »
Transparent anything, or just walls? Having transparency is nice at any rate.
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Re: Nspire Raycaster
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Reply #343 on:
May 12, 2010, 04:29:26 pm »
Transparency! Woah, this is incredible! I'm at a loss for words.
Wow.
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bwang
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Re: Nspire Raycaster
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Reply #344 on:
May 12, 2010, 07:13:16 pm »
Transparent as in "holes in walls", not glass (glass would require drawing all the walls from farthest to closest).
EDIT: Blarg. The fact that my blocks each have four faces makes the fences look rather strange. It also makes the engine very slow, so never mind it
«
Last Edit: May 12, 2010, 07:35:34 pm by bwang
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Nspire Raycaster