Author Topic: Nspire Raycaster  (Read 105375 times)

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Offline bwang

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Re: Nspire Raycaster
« Reply #105 on: April 01, 2010, 01:14:18 am »
It seems that per column, sprites take a little bit more work than texture mapping. Whats with the upside-down text?

Offline Builderboy

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Re: Nspire Raycaster
« Reply #106 on: April 01, 2010, 01:15:12 am »
I like april fools :P
« Last Edit: April 02, 2010, 01:20:20 am by Builderboy »

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #107 on: April 01, 2010, 01:26:37 am »
Lol builderboy, I think this will not show up on every computer (unless I am wrong? I know japaneese chars didn't show well on my old PC)

EDIT: btw bwang I finally decided to upload this on my real Nspire since the Goplat emu wont run at the real speed, and I discovered my old PC had Nspire Compter link software 1.3 (working with Ndless), so I could easily install Ndless fine. It runs pretty sweet on calc, it looks even smoother than on emu too.

Suggestion: I notice it seems you can go really really close to walls. I don't think in FPSes you can go this close to them. Maybe have collision detection done so you won't go as close? It would also reduce the risk of extreme lag.

It is a bit strange, though, because normally in FPSes on the PC, it's when elements that are far away needs to be rendered that the game slows down, not when you're viewing a wall close XD. I guess it's cuz it uses a different algorythm. Anyway I hope you continue working on this. I think this might deserve a major community projects subforum soon if it gets further.
« Last Edit: April 01, 2010, 02:20:16 am by DJ Omnimaga »

Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #108 on: April 02, 2010, 12:53:26 am »
When this comes out, I think I may have to put my next project on hold so that I can write a game for this engine! Keep up the good work, so that I can show off your engine's capabilities! ;D

By the way, if you could figure out how to do it, it would be awesome if you could make walls with transparency. It would be a neat feature. I think the only way this would look correct is if the "wall" was rendered like a sprite with a fixed rotation angle, and then rendered in the center of the space for a wall, that way games could use that to make fences or similar barriers that you could see through. I think there would have to be two types of this, one at the horizontal angle, and one at the vertical, so that the engine knew which way to render.

Just a thought I had, I wanted to use something like this in my games before.

Also, do you plan on adding support for different heights of sprites? If so I could make use of your engine's looking up and down feature, by adding a weapon that can shoot up and down as well as left and right. This would end up being probably the most advanced FPS for a calculator that I know of.

Now whether or not I could pull something like that off effectively or not is another matter, but if I can't someone else probably could.

Anyways, I'm pretty much amazed at the quality of your engine, and I can't wait to get my hands on it to see what it can do. Good work!

« Last Edit: April 02, 2010, 01:03:37 am by AaroneusTheGreat »

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #109 on: April 02, 2010, 12:56:12 am »
Don't kill DOA, tho :(

Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #110 on: April 02, 2010, 01:07:48 am »
Not a chance. :)

Who knows, I may decide to just port DOA straight over to the nSpire as my next project, but this time with more functionality.

Also, what's the current resolution of the textures? and do you plan on adding background image support or floor textures or even more epic both?

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #111 on: April 02, 2010, 01:09:20 am »
yeah that would be cool, altough a 64 version would still be cool ^^, plus it would show the 68k community is still somewhat not dead ^^

Offline bwang

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Re: Nspire Raycaster
« Reply #112 on: April 02, 2010, 01:17:11 am »
I had a version with floor textures a while ago, but I took them out because they were causing a dramatic slowdown (floors need to be textured pixel by pixel, so around 20,000 calculations have to be done per frame to draw them). Different heights of sprites sounds possible, though.

Adding collision detection to stop the player from getting close seems like and excellent idea, now that I know its the norm in most FPSes. I was contemplating this a while ago, but didn't add it because I felt it was a rather hackish way to improve speed.

Quote
It is a bit strange, though, because normally in FPSes on the PC, it's when elements that are far away needs to be rendered that the game slows down, not when you're viewing a wall close XD. I guess it's cuz it uses a different algorythm.

On an untextured scene, it would slow down when you see far away elements. But the engine needs to texture more when the columns are closer, which slows it down.
« Last Edit: April 02, 2010, 01:24:17 am by bwang »

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #113 on: April 02, 2010, 01:27:32 am »
I had a version with floor textures a while ago, but I took them out because they were causing a dramatic slowdown (floors need to be textured pixel by pixel, so around 20,000 calculations have to be done per frame to draw them). Different heights of sprites sounds possible, though.
ouch x.x

Offline ztrumpet

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Re: Nspire Raycaster
« Reply #114 on: April 02, 2010, 11:02:25 am »
I had a version with floor textures a while ago, but I took them out because they were causing a dramatic slowdown (floors need to be textured pixel by pixel, so around 20,000 calculations have to be done per frame to draw them). Different heights of sprites sounds possible, though.
ouch x.x
Wow.  It's too bad; I think floor textures would make this engine almost perfect for everything. ;D

Offline lachprog

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Re: Nspire Raycaster
« Reply #115 on: April 02, 2010, 06:08:04 pm »

Your raycaster engine looks really, really awesome, bwang!

Are you planning to implement columns of variable height?

About the floor and ceiling textures:
Maybe using low resolution for the floor/ceiling textures could reduce the slowdown significantly?


When i see this (and the GB emu) already available for the nSpire i get tempted to buy a nSpire and start program for it  :)

Offline Builderboy

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Re: Nspire Raycaster
« Reply #116 on: April 02, 2010, 06:19:29 pm »
I think sprites are higher on the priority list right now, and hopefully those can be implemented with good speed left over o.O

Offline bwang

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Re: Nspire Raycaster
« Reply #117 on: April 02, 2010, 07:38:52 pm »
YES! I got sprites working. The current sprites suck, though (they are only 32x32 with two shades of gray). A nice thing about the algorithm is that the speed does not depend very much on sprite resolution (meaning in theory we can have HUGE sprites). New demo is attached.

Lower resolution textures would not help speed up floor casting, since the algorithm depends only on the number of pixels on the screen. Variable-height columns may be possible.

Why is the forum giving me an error about a file with the same name being present when I try to attach a file named ncaster.tns?

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #118 on: April 02, 2010, 07:49:13 pm »
Sorry, since Attachments are not encrypted on this SMF board (for easier backup purposes and preventing sad incidents such as TIMGUL), the attachment folder cannot have two files of the same name. It is a forum limitation. I could encrypt them but then it makes backing up much harder since misconfiguration of FTP uploading can lead to data corruption

Just rename the attachment to something else

ANyway gonna give this a try now, I really am curious how it looks like :)

Offline ztrumpet

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Re: Nspire Raycaster
« Reply #119 on: April 02, 2010, 07:49:15 pm »
Why is the forum giving me an error about a file with the same name being present when I try to attach a file named ncaster.tns?
It anyone's ever uploaded something with the same name, then you can't ever upload anything with that name again. :)

Sounds great!  I wish I had a Nspire to try it on! ;D