Author Topic: Axe Raycaster  (Read 25872 times)

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Offline squidgetx

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Re: Axe Raycaster
« Reply #60 on: December 05, 2010, 08:37:05 pm »
Basically I'm hoping that the distortion/blockiness problems will be fixed once I finish implementing the engine change and it *does* draw 1 line with its own height per ray cast so I'm hoping it'll fix itself when I finish the "update"

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #61 on: December 05, 2010, 09:19:14 pm »
Cool! :D

I hope you can have a decent speed. If you ever add textures, maybe an RPG could be done with this?

Offline FinaleTI

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Re: Axe Raycaster
« Reply #62 on: December 05, 2010, 09:20:48 pm »
Cool! :D

I hope you can have a decent speed. If you ever add textures, maybe an RPG could be done with this?
Funny. I was thinking the same thing.


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Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #63 on: December 05, 2010, 11:24:40 pm »
I thought it would be nice to maybe even have the character be shown, so it's kinda 2nd person view, even if you just see the top of the body. It could have turn-based battles too with enemies appearing in front of you, like the Tomb Raider clone for the 83+

As an RPG it would be fast enough I think.

Offline squidgetx

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Re: Axe Raycaster
« Reply #64 on: December 06, 2010, 07:09:00 am »
ok update  ;D

much smoother, plus added fake lighting. note this is 15mhz speed, but still pure Axe (I haven't yet used Runer's asm code)

Offline shmibs

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Re: Axe Raycaster
« Reply #65 on: December 06, 2010, 08:18:46 am »
it's lovely, squidget. i can't wait to use this for Game development

the walls nearest to the player still seem a bit wonky, though. are you clipping close walls to a maximum height?

Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #66 on: December 06, 2010, 12:49:25 pm »
Great! O.O

I agree with Shmibs, though, but otherwise it's really awesome! I also like how you have different wall shades (checkered and black). Nice job so far! ;D

Offline Builderboy

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Re: Axe Raycaster
« Reply #67 on: December 06, 2010, 01:51:58 pm »
What you guys are noticing is the 'fishbowl effect', and can be remedied by multiplying the length of a cast ray by the cosine of the angle of the ray relative to the direction you are facing.  But it looks awesome and fast!  How exactly are you drawing the dithered walls so fast?  Is it greyscale? because it doesn't look to be alternating

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Re: Axe Raycaster
« Reply #68 on: December 06, 2010, 03:04:30 pm »
Yeah it looks like monochrome to me. Would fixing the fishbowl effect slow things down a lot?

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Re: Axe Raycaster
« Reply #69 on: December 06, 2010, 04:13:09 pm »
Wow, that looks wonderful!  Great job squidgetx! :woot:

Offline Builderboy

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Re: Axe Raycaster
« Reply #70 on: December 06, 2010, 04:47:17 pm »
I don't think it should slow it down significantly, since its only a single multiplication for each ray, and you can prerender the cosine functions before you start the simulation.

Offline squidgetx

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Re: Axe Raycaster
« Reply #71 on: December 06, 2010, 06:09:51 pm »
Weird, I thought I had fixed that bug...>.>

Yeah, the dithered walls are monochrome, though once I move from bit-maps to nibble or byte maps to accommodate different textures/colors and sprites, I might mess around with grayscale since then the backbuffer is free to use. The dithered walls are drawn the way you'd expect them to be drawn, with a simple
Code: [Select]
:For(Var,Start,End)
:If Var+(X^2)^2
:Pxl-On(X,Var)
:End

Also, remember that we're in 15 mhz mode right now, so the speed isn't quite so impressive (although it is still bearable in 6mhz mode)
« Last Edit: December 06, 2010, 06:10:11 pm by squidgetx »

Offline nemo

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Re: Axe Raycaster
« Reply #72 on: December 06, 2010, 06:25:41 pm »
Weird, I thought I had fixed that bug...>.>

Yeah, the dithered walls are monochrome, though once I move from bit-maps to nibble or byte maps to accommodate different textures/colors and sprites, I might mess around with grayscale since then the backbuffer is free to use. The dithered walls are drawn the way you'd expect them to be drawn, with a simple
Code: [Select]
:For(Var,Start,End)
:If Var+(X^2)^2
:Pxl-On(X,Var)
:End

Also, remember that we're in 15 mhz mode right now, so the speed isn't quite so impressive (although it is still bearable in 6mhz mode)


couldn't that if statement be:
Code: [Select]
If X^2+Var^2


Offline squidgetx

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Re: Axe Raycaster
« Reply #73 on: December 06, 2010, 06:27:04 pm »
Yes. Yes it could. I'm not sure why I wrote it like that :P

Offline calc84maniac

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Re: Axe Raycaster
« Reply #74 on: December 06, 2010, 06:34:44 pm »
Even better, If X+Var^2 :)
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