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    Ray Casting

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    • Gothon
      Gothon F @faz808 last edited by Gothon

      @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

      1 Reply Last reply Reply Quote 7
      • xevdev
        xevdev F last edited by

        That is pretty awesome.
        Awesome.

        1 Reply Last reply Reply Quote 0
        • F
          faz808 F last edited by

          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.

          xevdev 1 Reply Last reply Reply Quote 2
          • xevdev
            xevdev F @faz808 last edited by

            @faz808 I can see the smile on your face it's the same as mine

            1 Reply Last reply Reply Quote 0
            • Dave
              Dave Fuze Team last edited by

              Unbelivably awesome. My jaw is on the floor...

              1 Reply Last reply Reply Quote 0
              • F
                faz808 F last edited by

                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 ...

                1 Reply Last reply Reply Quote 1
                • F
                  faz808 F last edited by

                  Did some graphics work. Phew !!!
                  Wolfy ID: X66M3MND15

                  pianofire 1 Reply Last reply Reply Quote 2
                  • pianofire
                    pianofire Fuze Team @faz808 last edited by

                    @faz808 Oh that is so cool!

                    1 Reply Last reply Reply Quote 0
                    • xevdev
                      xevdev F last edited by

                      Looking slick.
                      It runs pretty fast .
                      I'm amazed.
                      How far can you scale the textures ?

                      1 Reply Last reply Reply Quote 0
                      • xevdev
                        xevdev F last edited by xevdev

                        Dumb question when I can just try it myself.

                        1 Reply Last reply Reply Quote 1
                        • xevdev
                          xevdev F last edited by

                          Love this.
                          Looked 2 steps into the code changed the images to a bit bigger about x 2
                          Changed the 64,64 to 128,128
                          And got this

                          Retrocade_media 1 Reply Last reply Reply Quote 5
                          • Retrocade_media
                            Retrocade_media F @xevdev last edited by

                            @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!

                            xevdev 1 Reply Last reply Reply Quote 0
                            • xevdev
                              xevdev F @Retrocade_media last edited by

                              This post is deleted!
                              1 Reply Last reply Reply Quote 0
                              • F
                                faz808 F last edited by

                                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.

                                1 Reply Last reply Reply Quote 0
                                • xevdev
                                  xevdev F last edited by

                                  This post is deleted!
                                  1 Reply Last reply Reply Quote 0
                                  • xevdev
                                    xevdev F last edited by

                                    1 Reply Last reply Reply Quote 4
                                    • F
                                      faz808 F last edited by

                                      Well done. Looks great at 128 x 128.

                                      1 Reply Last reply Reply Quote 0
                                      • PB____
                                        PB____ last edited by

                                        This all is very impressive, I like where it is going, looks great :)

                                        1 Reply Last reply Reply Quote 0
                                        • Gothon
                                          Gothon F last edited by

                                          This is some great work. The brick texture looks really good. I went on to try and do the floor casting.

                                          Turns out that the floor is a little different from the wall. drawImage() and drawQuad() can only read axis parallel rectangles from the source image, but the floor is 2D rotated relative to the player camera. I was only able to get it to work by using drawImageEx() to rotate the floor in an off-screen buffer before doing the floor casting loop. This is easiest and most efficient if the entire floor is in one giant off-screen texture.

                                          The entire floor is only 24x24 tiles, so to do this with a 32x32 texture for each floor tile, I only need a 768x768 image for the whole floor texture. The rotated floor may be sqrt(2) wider than the original, so I actually use a 1088x1088 image for the destination buffer. (Which I only now realize is 8 pixels taller than maximum :-P) For the textures themselves I found some good 16x16 assets in the media library, and I tiled 4 of them to make a 32x32.

                                          While doing it this way means that I can't enlarge the floor textures or the map without writing more complex code to do the floor from multiple images, there are several advantages too. One thing is the floor is drawn very quickly as it is just scaling lines from the rotated image buffer. There is only 1 floor and its position is fixed so there is no loop to look through the tiles for the nearest floor. Additionally there is memory for each tile to have a unique texture. This I demonstrate by drawing some randomly positioned colored circles on the floor.

                                          "ray casting w floor textures" is pending for approval now with ID: NYKDXMND9L

                                          mario.bodemann F 2 Replies Last reply Reply Quote 3
                                          • xevdev
                                            xevdev F last edited by

                                            Well done. Can't wait to see it.

                                            1 Reply Last reply Reply Quote 0
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