Ray Casting
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@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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@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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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 -
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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@Gothon As a ceiling is basically an inverted floor, could it be possible to add a ceiling with a modified floor code?
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@faz808 Yes, the ceiling is basically the same.
If you copy the code from the floor loop into the ceiling loop, you need to make p positive by changing
p = int(y - h/2)
top = -int(y - h/2)
orp = int(h/2 - y)
. And you also need to adjust they
texture coordinate by 2 tiles by replacing..., offset.y + ...
with..., offset.y + 64 + ...
This will mirror the floor onto the ceiling. To have a different ceiling you will need to make image buffers for the ceiling and fill them with something different and replicate the rotation code.
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Also, since the ceiling and floor loops were using different step sizes, I have noticed some line banding occurs when the loop uses step 2. I have fixed this by using 0 for the
sourceH
parameter instead of 1. The choice of doing smaller or larger step size is a minor trade-off between speed and visual quality, banding shouldn't be dependent on it. Just make sure the last parameter, theheight
is at least the step size so that you don't leave any gaps. -
Ceiling works fine until you rotate the camera. Floor goes one way and ceiling goes the opposite. Not sure how to fix this !
I've kept the offset.y + 64 to offset.y + 32 as this brings the ceiling down to the correct height.
+64 seems to lift the ceiling above the blocks creating a gap.
wolfy-ceiling ID: NXYKVQKD15 -
Sorry gothon, removed the "fun" parts in the floor texture. Now rotation problem gone !.
wolfy-ceiling2 ID: NXA57ZQD15 -
This really is becoming jaw dropping.
I've said it before but I'll say it again - thanks Fuze. What a brilliant piece of software for would-be programmers. -
@faz808 So glad you're having fun with it! Thank you for being a part of the community!
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Very neat. I'm hoping that we get support for textured polygons at some point to help with making things like this so we don't have to use as much processing.
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New texture added. wolfy-ceiling3 ID: XDXS2MND15