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    Ray Casting

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    • 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! :)

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

          @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) to p = -int(y - h/2) or p = int(h/2 - y). And you also need to adjust the y 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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          • Gothon
            Gothon F last edited by Gothon

            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, the height is at least the step size so that you don't leave any gaps.

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            • F
              faz808 F last edited by

              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

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              • F
                faz808 F last edited by

                Sorry gothon, removed the "fun" parts in the floor texture. Now rotation problem gone !.
                wolfy-ceiling2 ID: NXA57ZQD15

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                • F
                  faz808 F last edited by

                  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.

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                  • Dave
                    Dave Fuze Team last edited by

                    @faz808 So glad you're having fun with it! Thank you for being a part of the community!

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                    • Discostew
                      Discostew F last edited by

                      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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                      • F
                        faz808 F last edited by

                        New texture added. wolfy-ceiling3 ID: XDXS2MND15

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