Author Topic: Nspire Raycaster  (Read 104951 times)

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Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #240 on: April 20, 2010, 06:22:38 pm »
Would he need to code them himself? Or would he just need to turn on/off some stuff?

Offline bwang

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Re: Nspire Raycaster
« Reply #241 on: April 20, 2010, 06:53:03 pm »
I think the writer of the client program should write their own collision detection routines, the reason being some games might want custom routines (walk through walls, physics, etc.)

Offline ztrumpet

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Re: Nspire Raycaster
« Reply #242 on: April 20, 2010, 06:55:01 pm »
This program is incredible!  Keep up the awesome work bwang! ;D

Offline Builderboy

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Re: Nspire Raycaster
« Reply #243 on: April 20, 2010, 07:05:00 pm »
I smell a 3D portal clone for the nSpire ;) Haha Bwang will you give support for custom textures?  What other features do you have planned?

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #244 on: April 20, 2010, 07:42:06 pm »
I think the writer of the client program should write their own collision detection routines, the reason being some games might want custom routines (walk through walls, physics, etc.)
Aaah ok, I think it would be cool if some people could write routines for others, though, so people can easily do games without having to code much. Some sort of game maker.

and a portal clone for Nspire would be cool. Wouldn't that be hard with raycasting, tho?

Offline Builderboy

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Re: Nspire Raycaster
« Reply #245 on: April 20, 2010, 07:48:09 pm »
Heh probably amazingly impossible hard ;D I'll leave it to Bwang to add in multidimensional warping support in later versions ;)

Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #246 on: April 20, 2010, 07:54:06 pm »
The main issue i thought about is trying to view the floor at parralel angle, which may seem weird in raycasting, especially when close to walls. Try Duke Nukem 3D with no mods and look up near buildings. Idk if DN3D is raycasting, but look at the lack of perspective for walls when viewing up/down

Offline tr1p1ea

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Re: Nspire Raycaster
« Reply #247 on: April 20, 2010, 09:27:23 pm »
I dont think DN3D was a raycaster.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline critor

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Re: Nspire Raycaster
« Reply #248 on: April 21, 2010, 04:58:48 am »
I dont think DN3D was a raycaster.

Knowing how RayCasting looks like and works, I think DN3D was using a raycaster.

If bwang implements walls at variable altitudes, we can start building doors, corridors, bridges, rooms and so make the virtual world looks like in DN3D.

« Last Edit: April 21, 2010, 04:59:36 am by critor »
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Offline DJ Omnimaga

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Re: Nspire Raycaster
« Reply #249 on: April 21, 2010, 11:16:47 am »
That would really rule. I guess there would still be the issue of the floor being slow rendering, right?

Offline bwang

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Re: Nspire Raycaster
« Reply #250 on: April 21, 2010, 01:30:06 pm »
I could always render the floor at a very low resolution, or cheat and use an image.

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Re: Nspire Raycaster
« Reply #251 on: April 21, 2010, 02:37:41 pm »
low res could work. Maybe every 4 vertical lines?

Offline critor

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Re: Nspire Raycaster
« Reply #252 on: April 21, 2010, 03:33:32 pm »
I could always render the floor at a very low resolution, or cheat and use an image.

Using an image for the sky (background - vertical) can give a realistic effect.

But it's not the same thing for the floor...
Unless your image is very simple, it won't look realistic while moving, especially while rotating.
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Re: Nspire Raycaster
« Reply #253 on: April 21, 2010, 03:47:29 pm »
Btw I just tested last version and nice work again. I notice a speed increase in sprite display.

Offline bwang

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Re: Nspire Raycaster
« Reply #254 on: April 22, 2010, 08:12:09 pm »
Quote
If bwang implements walls at variable altitudes, we can start building doors, corridors, bridges, rooms and so make the virtual world looks like in DN3D.
I've been puzzling about this and thinking whether I should add it. On one hand, the worlds would look a lot nicer. On the other hand, implementing walls at variable altitudes is non-trivial, and without supporting features (such as the ability to look up at the ceiling), would not add much to gameplay, not to mention adding a bit more overhead (although not much) to the main rendering loop.
What do you guys think? What should I add next? I'm thinking doors and multidirectional sprites.