Author Topic: Axe Raycaster  (Read 25722 times)

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Ashbad

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Re: Axe Raycaster
« Reply #90 on: December 08, 2010, 07:10:39 am »
too bad, I would be fine with the fast old version instead.

but great job anyways so far, I could never do most of this.

Offline squidgetx

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Re: Axe Raycaster
« Reply #91 on: December 08, 2010, 07:13:01 am »
Yeah, I'm sure the fast old version will be good enough for anyone wanting to make something; I haven't played gemini in a while, but I know that Doom only has 1 color of wall :P

Meanwhile I'm going to work on textures x.x
« Last Edit: December 08, 2010, 07:13:16 am by squidgetx »

Ashbad

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Re: Axe Raycaster
« Reply #92 on: December 08, 2010, 07:14:26 am »
good luck! :D

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Re: Axe Raycaster
« Reply #93 on: December 08, 2010, 02:51:07 pm »
Couldn't you just reduce the resolution, but not the screen size? That might double the speed. However, textures aren't really necessary I think. Do you think adding sprites would be hard, btw? (If they are scaled, I would recommend that each possible zoom is pre-rendered and stored into memory prior starting a level to speed rendering up.

Offline Munchor

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Re: Axe Raycaster
« Reply #94 on: December 08, 2010, 02:55:51 pm »
Here it is: Doom 83, French version.

However, I really suck in the emulator.
« Last Edit: December 08, 2010, 02:56:03 pm by ScoutDavid »

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Re: Axe Raycaster
« Reply #95 on: December 08, 2010, 04:09:58 pm »
Wow this is ancient. O.O. There's a much up to date version called zDoom on ticalc.org. It still has some glitches, though. Cool game nonetheless. I wish it was finished. I remember reading the site regularly back in 2001 and 2002. http://doom83.free.fr/

Offline Munchor

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Re: Axe Raycaster
« Reply #96 on: December 08, 2010, 04:12:09 pm »
Wow this is ancient. O.O. There's a much up to date version called zDoom on ticalc.org. It still has some glitches, though. Cool game nonetheless. I wish it was finished. I remember reading the site regularly back in 2001 and 2002. http://doom83.free.fr/

A website for a calculator game? Wow, that's epic :D

Offline ztrumpet

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Re: Axe Raycaster
« Reply #97 on: December 08, 2010, 04:48:56 pm »
Why don't you keep doing it the way you were doing it (bits for drawing), but have another bit-based tilemap for collision detection?  In effect, two tilemaps.

Offline Builderboy

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Re: Axe Raycaster
« Reply #98 on: December 08, 2010, 04:59:01 pm »
96 isn't on the auto optimization list, try doing *32*3 instead and it should be much faster :) Technically speaking, pixel testing is usually slower than byte reading, since with pixel testing you are doing bit shifts and bit testing.  also, if your map was like 64x64, it would be even faster since you could then do *64 which is extremely fast :)

On a related note, check out this FPS that BenRyves Made O.O
« Last Edit: December 08, 2010, 05:00:24 pm by Builderboy »

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Re: Axe Raycaster
« Reply #99 on: December 08, 2010, 05:08:51 pm »
Wow, where's a link to that?  It looks great! ;D

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Re: Axe Raycaster
« Reply #100 on: December 08, 2010, 05:10:11 pm »

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Re: Axe Raycaster
« Reply #101 on: December 08, 2010, 05:10:32 pm »
http://benryves.com/ The download link is in the blog post on the main page :)
Link to current version: http://benryves.com/images/nostromo/bsp/2010.11.28/Nostromo.zip
Edit: ninja'd
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
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Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline squidgetx

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Re: Axe Raycaster
« Reply #102 on: December 08, 2010, 05:36:41 pm »
Holy crap.

btw, I'm going to clarify in case this wasn't clear from the beginning, this project is intended to allow other people to make 3d games with Axe, it's an engine. Of course, I might end up making something with it myself, but it is open source and anyone can use the code to make their own game as long as you credit me appropriately ;)

Couldn't you just reduce the resolution, but not the screen size? That might double the speed. However, textures aren't really necessary I think. Do you think adding sprites would be hard, btw? (If they are scaled, I would recommend that each possible zoom is pre-rendered and stored into memory prior starting a level to speed rendering up.

That's an interesting idea, and wouldn't be hard to implement. Sprites I think wouldn't be too hard as long as they are prerendered to a specific set of sizes. I think it should support a couple sizes: probably two sizes, large and small. (as in a small object like the barrels in Doom and the big enemies along with their respective zoom levels) What do you guys think?

Also I will try that optimization, and probably will change the map to 64x64. I was surprised that the byte checking was so much slower as well. However all these changes will mean that I'm going to have to create a map editor/sprite editor, which might take a little while. :P

EDIT: However, first I want to tighten up the raycasting process as described on the 1st page by Runer112, and get rid of the fishbowl effect. Also I think I get how to do textures now, but I have to do the above stuff first :P
« Last Edit: December 08, 2010, 06:17:44 pm by squidgetx »

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Re: Axe Raycaster
« Reply #103 on: December 08, 2010, 06:04:15 pm »
Hooray! That's actually similar to what I was thinking for my CT battle engine.

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Re: Axe Raycaster
« Reply #104 on: December 08, 2010, 06:21:32 pm »


This looks really good!