Author Topic: Axe Raycaster  (Read 25774 times)

0 Members and 2 Guests are viewing this topic.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
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

  • 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: 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

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
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.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

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: 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

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
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

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
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

  • 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: 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

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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

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: 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?

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Axe Raycaster
« Reply #69 on: December 06, 2010, 04:13:09 pm »
Wow, that looks wonderful!  Great job squidgetx! :woot:

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
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

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
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

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
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

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
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

  • eZ80 Guru
  • Coder Of Tomorrow
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2912
  • Rating: +471/-17
    • View Profile
    • TI-Boy CE
Re: Axe Raycaster
« Reply #74 on: December 06, 2010, 06:34:44 pm »
Even better, If X+Var^2 :)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman