Author Topic: Nspire Raycaster  (Read 105012 times)

0 Members and 2 Guests are viewing this topic.

Offline bwang

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 634
  • Rating: +30/-11
    • View Profile
Re: Nspire Raycaster
« Reply #375 on: June 30, 2010, 03:31:37 am »
Yeah, I'll probably return to this project some time to clean things up, convert everything to fixed-point, and make a real demo.

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Nspire Raycaster
« Reply #376 on: July 09, 2010, 10:16:00 am »
You should also make a "lite" version, aimed at doing more basic stuff, like a 3d maze, that only has fixed height walls, a single wall texture, etc. It would be easier to write programs with and run faster.

Offline bwang

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 634
  • Rating: +30/-11
    • View Profile
Re: Nspire Raycaster
« Reply #377 on: July 09, 2010, 04:21:22 pm »
I should probably allow the client program to turn various features on and off.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nspire Raycaster
« Reply #378 on: July 09, 2010, 08:31:20 pm »
One cool thing that could be written with this engine, assuming doors are supported, would be a RPG. It would be nice to see some sort of 3D-ish RPG using such engine, altough forests would probably look a bit weird if made of walls only.

Offline quasi_Phthalo

  • LV3 Member (Next: 100)
  • ***
  • Posts: 90
  • Rating: +1/-1
    • View Profile
Re: Nspire Raycaster
« Reply #379 on: July 09, 2010, 11:02:13 pm »
you could always throw in some algorithms to test if a ray intersects a particular plane defined by 3 points within that triangular (or rectangular if 4 pts) boundary defined by those points. Then you have 3d models of whatever you want (within the computational feasibility of the nspire). Ex: a tall pyramid atop a tall rectangular prism for DJ's tree. :)
« Last Edit: July 09, 2010, 11:02:46 pm by quasi_Phthalo »

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nspire Raycaster
« Reply #380 on: July 10, 2010, 12:27:31 am »
The problem there is that he is only casting a single Ray for every column, you would need to cast a Ray for every *pixel* for that to work.

Offline bwang

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 634
  • Rating: +30/-11
    • View Profile
Re: Nspire Raycaster
« Reply #381 on: July 10, 2010, 02:13:38 am »
Yes, that would be ray tracing. Real time ray tracing on an Nspire would be ridiculous.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Nspire Raycaster
« Reply #382 on: July 10, 2010, 02:26:49 am »
Except I seem to remember you writing one ;)

Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Nspire Raycaster
« Reply #383 on: July 10, 2010, 11:55:20 am »
That one, if I remember correctly, took a few seconds to draw the scene.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nspire Raycaster
« Reply #384 on: July 17, 2010, 02:44:20 pm »
True. Also 3 PS3s together couldn't even get 3 fps on raytracing. Keep in mind it was on a much larger resolution, though, but it tells how much intensive raytracing is.

Offline Tribal

  • The Fallen
  • LV5 Advanced (Next: 300)
  • *
  • Posts: 218
  • Rating: +15/-1
    • View Profile
Re: Nspire Raycaster
« Reply #385 on: July 17, 2010, 08:56:46 pm »
True. Also 3 PS3s together couldn't even get 3 fps on raytracing. Keep in mind it was on a much larger resolution, though, but it tells how much intensive raytracing is.

Really? I figure that would be more than enough power to get at least somewhat decent raytracing. If you saw this on a video, keep in mind that all PS3 homebrew doesn't take full advantage of what the PS3 can do, since Sony has hardware access restrictions.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Nspire Raycaster
« Reply #386 on: July 18, 2010, 10:31:05 pm »
Yeah I think it was homebrew, not sure anymore, though. It was in 2007 or something.


Offline fb39ca4

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1749
  • Rating: +60/-3
    • View Profile
Re: Nspire Raycaster
« Reply #387 on: July 19, 2010, 10:20:28 am »
What is the format for the map? I want to make a 3d maze, so I need to know this for the generation algorithm.

Offline bwang

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 634
  • Rating: +30/-11
    • View Profile
Re: Nspire Raycaster
« Reply #388 on: July 19, 2010, 04:20:51 pm »
A n x n map consists of 3 (n+2) x (n+2) arrays: int map, float height, and float alt. For all 3 arrays, array[0][k], array[n+1][k], array[k][0], and array[k][n+1] (the four edges of the array) are padded with 0's for internal reasons. map[p][q] contains the texture number + 1 of the block at (p, q) (so a block using texture 0 would have a 1 here). height[p][q] contains the height of the block at (i, j) (each block is 1x1xheight). alt[p][q] contains the altitude of the bottom of the block at (p, q). For a maze, height should be filled with 1's and alt should be filled with 0's.
« Last Edit: July 19, 2010, 04:22:02 pm by bwang »

Offline Tribal

  • The Fallen
  • LV5 Advanced (Next: 300)
  • *
  • Posts: 218
  • Rating: +15/-1
    • View Profile
Re: Nspire Raycaster
« Reply #389 on: July 19, 2010, 09:35:31 pm »
Yeah I think it was homebrew, not sure anymore, though. It was in 2007 or something.



Yeah, he said in the beginning that using Linux(through OtherOS) he has access to 2 SPE's per console, when each one actually has a total of 7 SPE's, where only 2 are made available. I actually didn't think that such a severe limit was placed on them, I figured you had a at least half of the available accessible O_o
« Last Edit: July 19, 2010, 09:36:45 pm by Tribal »