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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.
Quote from: Ashbad on December 04, 2010, 04:04:53 pmdouble 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.
good idea. So, is it possible for in the future for it to support things like stairs and different color walls and stuff?
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 . 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
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!