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And, once I get it working, it should work exactly like the screenshot. It'll use pt-offs, drawing back to front. You won't be able to see anything directly to the side of you, but anything in front of and up to 5-6 block to the sides. Still though, it's not showing me anything I can't figure out why. Hang on and I'll post the source.Also, my dithering sprites could be improved. I need 4-5 levels if someone's interested in making some for this.Edit: Here's a Paste. It expires in a month though, hopefully by then it will be very different http://pastebin.com/pR57e81a
I myself might go about making a raycaster using only sprites, i wanna see how this turns out
Oh whoops my bad, i thought this was about performing raycasting operations, but instead of displaying wall slices, display 8x8 sprites. Hmmm this is interesting, i shall have to think about this
Hmmmm so what other methods could be used to display a map in 3D?
Yep, that's right. I figured since the view distance is so short it shouldn't just cut off. Also, it made more sense to me to do it with the higher resolution, since it's one detection per column. Also, that allows for walls to have different sized holes, perhaps for peeking through a crack you don't fit through collision detection (and movement for that matter) are still not implemented.Hang on, I'll make a mockup screenie of what I mean.Edit: Who wants a Fake Screenie? Sorry for the small size. It's actual calc resolution used for the actual bars (solid black covers full screen)