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Omnimaga
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Calculator Community
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Other Calc-Related Projects and Ideas
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TI-Nspire
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Nspire Raycaster
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Topic: Nspire Raycaster (Read 104945 times)
0 Members and 3 Guests are viewing this topic.
bwang
LV7
Elite (Next: 700)
Posts: 634
Rating: +30/-11
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).
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
»
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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.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Nspire Raycaster
«
Reply #198 on:
April 13, 2010, 07:35:21 pm »
oh nice camera moving up/down is back
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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.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
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AaroneusTheGreat
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Posts: 287
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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
»
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
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phj
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Posts: 8
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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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SirCmpwn
Guest
Re: Nspire Raycaster
«
Reply #204 on:
April 14, 2010, 10:40:22 am »
You can haz screenshot.
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willrandship
Omnimagus of the Multi-Base.
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Insert sugar to begin programming subroutine.
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!
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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.
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critor
Editor
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Re: Nspire Raycaster
«
Reply #207 on:
April 14, 2010, 12:14:08 pm »
great work, bwang! :-)
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TI-Planet
co-admin.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
»
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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.
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Nspire Raycaster