Author Topic: Nspire Raycaster  (Read 104901 times)

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Offline bwang

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Re: Nspire Raycaster
« Reply #195 on: April 13, 2010, 11:45:35 am »
Mode 7 and what I was doing are completely different things. Mode 7 takes a sprite, then distorts it to give an illusion of perspective. I was essentially doing a ray tracing (pixel-by-pixel) pass to draw the floors. I'm thinking about doing Mode 7 to draw floors in the future, though (but that's in the far future, after I squash all the bugs out).

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #196 on: April 13, 2010, 11:46:31 am »
True, I also noticed some games uses some sort of masking that makes the planet look round, so it looks like you're very high in the sky. I think Secret Of Evermore did, as well as FFV, but FFV didn't rotate so it isn't fully Mode 7.

Now what I am curious about is if it's possible to have fast Mode 7 on the Nspire? I mean the resolution is similar to the SNES and the SNES can run Mode 7 at 60 FPS. What I wondered is if a SNES can achieve such speed, why wouldn't a Nspire running at 90 MHz be able to do the same?
« Last Edit: April 13, 2010, 11:47:38 am by DJ Omnimaga »

Offline bwang

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Re: Nspire Raycaster
« Reply #197 on: April 13, 2010, 07:10:03 pm »
New demo fixes several bugs (most notably, floors). In addition, +/- move the camera up and down.
Sprite clipping is still buggy.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #198 on: April 13, 2010, 07:35:21 pm »
oh nice camera moving up/down is back :D

Offline bwang

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Re: Nspire Raycaster
« Reply #199 on: April 13, 2010, 09:13:12 pm »
Latest demo fixes sprite clipping. Sprites now also move up and down with you.
Next up: sprites and blocks at different altitudes.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #200 on: April 13, 2010, 09:27:52 pm »
Wow nice and I noticed a major speed increase when close to walls. Nice job with the floors on top of walls. One only issue, tho: I noticed a very drastic slow down when close to sprites. Some frames even took 10 seconds to render

Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #201 on: April 14, 2010, 12:32:59 am »
We can has screenshot? :)
« Last Edit: April 14, 2010, 12:33:30 am by AaroneusTheGreat »

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #202 on: April 14, 2010, 01:20:54 am »
Well I used a real calc so no screenies but I could post a video of it when I get new batteries

Offline phj

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Re: Nspire Raycaster
« Reply #203 on: April 14, 2010, 10:22:57 am »
The sprites made my nspire crash (it didn't react or extremely slow so I even couldn't use esc). Are the walls infinitely high?

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Re: Nspire Raycaster
« Reply #204 on: April 14, 2010, 10:40:22 am »
You can haz screenshot.

Offline willrandship

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Re: Nspire Raycaster
« Reply #205 on: April 14, 2010, 11:37:52 am »
Nice! Sprites implemented! and tops for walls!

With Mode7 I don't think  I could tell the difference between that and real 3d!

Offline bwang

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Re: Nspire Raycaster
« Reply #206 on: April 14, 2010, 12:09:51 pm »
The sprites don't crash; they just grow very tall when you get close.
Don't worry, this is easy to fix.

Offline critor

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Re: Nspire Raycaster
« Reply #207 on: April 14, 2010, 12:14:08 pm »
great work, bwang! :-)
TI-Planet co-admin.

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #208 on: April 14, 2010, 01:01:31 pm »
Thanks SirCmpwn.

Keep in mind people that it's not how fast the game run, in Sir screenie, though. Except when close to sprites, I swear I get in the 20-30 fps, based on how fast it runs.

I think this is gonna land in a Major community project sub-forum soon.
« Last Edit: April 14, 2010, 01:01:59 pm by DJ Omnimaga »

Offline AaroneusTheGreat

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Re: Nspire Raycaster
« Reply #209 on: April 14, 2010, 02:10:23 pm »
Wow that's amazing, it looks really good. I've been waiting for something like this. The possibilities are endless! Very nice work. Keep it up. :)