Ray Casting
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I think, on reflection, N9LKAMND15 is the preferred version. There's no way that true texture mapping without getPixel is feasible. I'm open to ideas but I think the maths is the bottleneck.
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Changed the world map. It's a bit more interesting. Move and rotate speeds adjusted a touch.
Now called Ray Casting, XFF63MND15
30 - 33 fps with plain coloured blocks. -
I've updated Ray Casting to Raycasting2.
I think I can turn it into a game if I add a random exit and maybe monster sprites floating around the map. SY573MND15 -
@faz808 said in Ray Casting:
There's no way that true texture mapping without getPixel is feasible. I'm open to ideas but I think the maths is the bottleneck.
The problem is that the tutorial processes each pixel 1 by 1 in software. It is true that Wolfenstein 3D ran on a 286 computer, but no 286 computer had a 1920x1080 or even a 1280x720 pixel screen. Using the builtin line() function with a screen width reduced by factor of 4 as you have done alleviates this. You can also use the builtin Box() function to draw a 4 pixel wide vertical line with a single command.
However to do this with texture mapping, you will need to use a builtin image drawing command instead of slowly looping over all the pixels on the line. You will also need to generate the textures in video (image) memory using the createImage(), setDrawTarget() functions.
I cannot think of a reason why you think a 'getPixel' function would speed this up. Moving data from the video card just to send it back should only slow it down.
I have tried this with a few functions. drawImage() works but doesn't handle the clipping well. It will error if you are too close to a wall with out clipping code and it doesn't have a tint parameter to darken a side with. I was going to try drawImageEx(), but it doesn't have a source rectangle parameter which is needed to select a 1 pixel wide strip from the texture. It could probably still be used if you had a huge array of 1 pixel wide texture images.
I tried drawQuad(). It is a tiny bit slower because of the array of 4 vectors it needs as a parameter, but the results are very good. No clipping code is needed and the 'Tint' parameter enables the darkening of one side.
I also went ahead and wrote code to generate the generated textures in the tutorial. The way the tutorial loops over the pixels of all 8 textures in one loop is a bit awkward and causes Fuze to produce an error unless an update() call is placed in the loop. The update() call I put into the loop only cause a fraction of a second of black screen at startup. I also added modes to do no textures, and simple (no black screen startup) textures.
My modified program is named "ray casting w textures" and is shared, submitted (and pending atm) with code: D1SR3MND9L
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That is pretty awesome.
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More than awesome - brilliant. Absolutely brilliant. I knew there had to be an answer somewhere .
I just needed to look outside the box but I was stuck in a rut. Kept trying to modify the existing code. Just needed a complete rethink. Thanks a bundle. -
@faz808 I can see the smile on your face it's the same as mine
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Unbelivably awesome. My jaw is on the floor...
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I thought I could finally put this to bed … (or my wife did !) - but then I found this ,,,
http://www.wolfenvault.com/resources.html
Sorry Gothon, but I'm not finished yet ...
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Did some graphics work. Phew !!!
Wolfy ID: X66M3MND15 -
@faz808 Oh that is so cool!
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Looking slick.
It runs pretty fast .
I'm amazed.
How far can you scale the textures ? -
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@xevdev
E1M1 quietly plays in my head
Seriously though this ray tracing program is amazing, the stuff that can be done with this is so awesome! -
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I'm not sure if 128 x 128 is realistic. There would be a lot more graphic work. It took me nearly three hours to do the red brick wall at 64 x 64 !
Try clear(grey) - about line 118. Looks better I think. -
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Well done. Looks great at 128 x 128.