Author Topic: Axe Raycaster  (Read 25863 times)

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Offline Runer112

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Re: Axe Raycaster
« Reply #45 on: December 04, 2010, 04:12:34 pm »
double post, and that is a good idea, but here's the thing:

this isn't really a vertical raycasting engine from what I can see.  these are great ideas, but the engine seems a bit different.

I was about to say, can we get back to the topic of this thread? If you want you can make a 3D blockdude thread and discuss it further in there.

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Re: Axe Raycaster
« Reply #46 on: December 04, 2010, 04:14:05 pm »
good idea.  So, is it possible for in the future for it to support things like stairs and different color walls and stuff?

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #47 on: December 04, 2010, 04:19:54 pm »
Maybe start a new topic for Block Dude 3D? That said, I would like to see further development on raycasting. As for bullets, maybe it wouldn't be too hard, although I wonder how hard it would be to have sprite scaling...

Also Happybobjr why ddi you post a music program in this thread? ??? http://ourl.ca/8144/148999
« Last Edit: December 04, 2010, 04:23:54 pm by DJ Omnimaga »

Offline Munchor

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Re: Axe Raycaster
« Reply #48 on: December 04, 2010, 04:20:09 pm »
double post, and that is a good idea, but here's the thing:

this isn't really a vertical raycasting engine from what I can see.  these are great ideas, but the engine seems a bit different.

I was about to say, can we get back to the topic of this thread? If you want you can make a 3D blockdude thread and discuss it further in there.

I am of the belief that we were arguing potential uses of this raycaster, but yeah we abused.

good idea.  So, is it possible for in the future for it to support things like stairs and different color walls and stuff?

So... Going up and down in the first person view (Stairs, jumps, elevators :D)

Offline squidgetx

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Re: Axe Raycaster
« Reply #49 on: December 05, 2010, 10:44:47 am »
I've been busy all weekend and haven't gotten to physically work on anything yet, but I've figured out how to have the rays be more accurate in the way that you described, Runer. I'm glad to see everyone's excited about this, and I'll probably post an update tomorrow morning.

Also yes, this is a vertical raycaster, not a floorcaster :P. Different height-walls are possible, but are hard to deal with (I think not even calc84maniac was satisfied with his attempt). Apparently (for those of you who are familiar with the raycasting concept) you have to keep tracking the ray even after it hits a wall and it can get pretty messy
« Last Edit: December 05, 2010, 11:45:39 am by squidgetx »

Ashbad

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Re: Axe Raycaster
« Reply #50 on: December 05, 2010, 12:23:02 pm »
yeah, then the speed drops and there's ability to add game engines on top of the raycasting engine...

Offline Munchor

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Re: Axe Raycaster
« Reply #51 on: December 05, 2010, 02:52:49 pm »
We could also make maze games with this. Just an idea, though.

Offline willrandship

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Re: Axe Raycaster
« Reply #52 on: December 05, 2010, 03:46:40 pm »
Well, bullets would be a lot simpler than you think. Problem is, you're thinking of having actual bullet objects. Early FPSs never did anything like this. They used whether or not you actually aimed at the enemy, and if you did, you hit them. No headshots either, since you can't look up or down :P

Also, vertical raycasters use almost identical code to horizontal ones (regarding rendering, not movement.)
« Last Edit: December 05, 2010, 03:47:29 pm by willrandship »

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #53 on: December 05, 2010, 03:54:16 pm »
I've been busy all weekend and haven't gotten to physically work on anything yet, but I've figured out how to have the rays be more accurate in the way that you described, Runer. I'm glad to see everyone's excited about this, and I'll probably post an update tomorrow morning.

Also yes, this is a vertical raycaster, not a floorcaster :P. Different height-walls are possible, but are hard to deal with (I think not even calc84maniac was satisfied with his attempt). Apparently (for those of you who are familiar with the raycasting concept) you have to keep tracking the ray even after it hits a wall and it can get pretty messy
Cool, I can't wait for next screenshots. Do you think you'll be able to make it look less blocky or would it be beyond Axe capabilities? I mean like in the mockup below:

Offline Munchor

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Re: Axe Raycaster
« Reply #54 on: December 05, 2010, 03:54:54 pm »


This would be sweet :)

Offline shmibs

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Re: Axe Raycaster
« Reply #55 on: December 05, 2010, 04:05:05 pm »
dj: this looks like it's using detecting in large clumps or something similar instead of a ray for every pixel-column on the screen, so doing so in the conventional manner would probably slow things down quite a bit. however, such an effect could probably be achieved by drawing rotated cubes(which can be hardcoded for speed) at the object positions instead of just scaled squares. however, this is all speculation as i am just seeing this thread for the first time.

speaking of which... this is pretty freakin sweet, squidget!

Offline willrandship

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Re: Axe Raycaster
« Reply #56 on: December 05, 2010, 04:11:42 pm »
That would make the floors and ceiling spiked instead...not sure if that would be better or worse.

Offline Happybobjr

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Re: Axe Raycaster
« Reply #57 on: December 05, 2010, 04:23:30 pm »
the worst thing would be falling upon the spikes >:D

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Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #58 on: December 05, 2010, 06:28:01 pm »
dj: this looks like it's using detecting in large clumps or something similar instead of a ray for every pixel-column on the screen, so doing so in the conventional manner would probably slow things down quite a bit. however, such an effect could probably be achieved by drawing rotated cubes(which can be hardcoded for speed) at the object positions instead of just scaled squares. however, this is all speculation as i am just seeing this thread for the first time.

speaking of which... this is pretty freakin sweet, squidget!
Could it maybe draw every two line, like Nspire raycaster in low quality mode? It would look more pixelated but it would still look more 3D-ish.

Offline Snake X

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Re: Axe Raycaster
« Reply #59 on: December 05, 2010, 08:14:48 pm »
dang I would *totally* try this out.. but alas.. all my 4 AAA batteries are gone :'(
Loved this place, still the best producers of power metal, and sparked my dreams of coding.