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    Ray Casting

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    • 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 ?

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        • xevdev
          xevdev F last edited by xevdev

          Dumb question when I can just try it myself.

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          • 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!
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                • 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.

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                  • xevdev
                    xevdev F last edited by

                    This post is deleted!
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                    • 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.

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                        • PB____
                          PB____ last edited by

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

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                          • 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
                              • F
                                faz808 F last edited by

                                Fantastic job. Can this be added to the red brick/eagle version or would this be too difficult?
                                I've got a door of sorts - actually just red brick (looking for a door texture). "A" opens "B" closes.
                                wolfy-door ID: MYK73MND15

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                                • F
                                  faz808 F last edited by

                                  Textured door - "A" opens "B" closes.
                                  wolfy-door2 ID: PL873MND15 (pending)

                                  1 Reply Last reply Reply Quote 1
                                  • mario.bodemann
                                    mario.bodemann F @Gothon last edited by

                                    @Gothon Oh that is great, I haven't thought about rotating a big floor texture and then taking lines out of this one... Great job.

                                    I'm curious: this means you are rotating the floor for every "probe" from the camera? And how do you get the perspective right?

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                                    • Gothon
                                      Gothon F last edited by Gothon

                                      @faz808 Image-Editor images and code can be copy/pasted between projects, so yes we can merge the programs.

                                      @mario-bodemann I am actually rotating the floor once every frame (opposite the angle of the view angle). Each horizontal line of the floor is parallel to the camera plane, so I only need to do a perspective calculation once per scan line, the rest is just a line copy and scale performed by drawImage()

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                                      • F
                                        faz808 F last edited by

                                        Combining the 2 progs together gives some interesting effects. Have a look at the eagle blocks. I think I can see how to do windows.
                                        wolfy-door3. ID: 5PHR7MND15

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

                                          This is by far one of the most exciting things I've ever seen.

                                          Hats off to everyone. This is impressive, we're all here at the office just jaws on the floor.

                                          So very excited to see the progress. The fact that this is now almost a big group project is just awesome. We're getting tears in our eyes! :)

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                                          • F
                                            faz808 F @Gothon last edited by

                                            @Gothon As a ceiling is basically an inverted floor, could it be possible to add a ceiling with a modified floor code?

                                            Gothon 1 Reply Last reply Reply Quote 0
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