Working Raycasting example! WolfenLöve 3D if you will...
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Re: Working Raycasting example! WolfenLöve 3D if you will...
Jasoco won't let die a project like this. Sadly, he may "abandon" it for some months...
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
- substitute541
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Re: Working Raycasting example! WolfenLöve 3D if you will...
Should I ignite the spark?
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- Jasoco
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Re: Working Raycasting example! WolfenLöve 3D if you will...
Define "spark".substitute541 wrote:Should I ignite the spark?
And "ignite".
And "the".
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Re: Working Raycasting example! WolfenLöve 3D if you will...
Lol, sorry for my bad grammar. I don't live in US... I live in Philippines..Jasoco wrote:Define "spark".substitute541 wrote:Should I ignite the spark?
And "ignite".
And "the".
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Re: Working Raycasting example! WolfenLöve 3D if you will...
I was asking what you meant by igniting the spark. I made a funny. But I was also wondering what you meant. How are you going to ignite a spark?
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Re: Working Raycasting example! WolfenLöve 3D if you will...
Ah, my mind was kinda ... processing lots of information, so yeah, I ended up switching words. It was supposed to be "ignite the fuse" but somehow, spark came up in my mind and I accidentally replaced "fuse" with it.Jasoco wrote:I was asking what you meant by igniting the spark. I made a funny. But I was also wondering what you meant. How are you going to ignite a spark?
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- OmarShehata
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Re: Working Raycasting example! WolfenLöve 3D if you will...
"Ignite the spark" is the correct expression, be confidentsubstitute541 wrote:Ah, my mind was kinda ... processing lots of information, so yeah, I ended up switching words. It was supposed to be "ignite the fuse" but somehow, spark came up in my mind and I accidentally replaced "fuse" with it.Jasoco wrote:I was asking what you meant by igniting the spark. I made a funny. But I was also wondering what you meant. How are you going to ignite a spark?
Implying you're going to revive interest in this project, he's asking how you were planning on doing that.
- Jasoco
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Re: Working Raycasting example! WolfenLöve 3D if you will...
That's exactly what I was asking.OmarShehata wrote:"Ignite the spark" is the correct expression, be confidentsubstitute541 wrote:Ah, my mind was kinda ... processing lots of information, so yeah, I ended up switching words. It was supposed to be "ignite the fuse" but somehow, spark came up in my mind and I accidentally replaced "fuse" with it.Jasoco wrote:I was asking what you meant by igniting the spark. I made a funny. But I was also wondering what you meant. How are you going to ignite a spark?
Implying you're going to revive interest in this project, he's asking how you were planning on doing that.
Re: Working Raycasting example! WolfenLöve 3D if you will...
Can you please tell me what exactly I need to do to add textures to walls. I'm some kind of newbie to LÖVE. If it is needed I can send my current state of Raycasting Game. Thanks.
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Re: Working Raycasting example! WolfenLöve 3D if you will...
My project is currently not in progress. You should probably ask the other guy currently doing Raycasting.
viewtopic.php?f=5&t=12069
I'm currently tied up with 3D polygons.
Short answer, if you've coded it correctly, and I assume you have if you have successfully replicated the numerous demos availble on the internet, you divide each wall tile into quads, figure out where along the wall the ray is hitting, (The value will be between 0 and 1 as a decimal value. Simply multiply that by the tile width you use and floor it to get your quad number) and display that quad.
Go to that link above. That is where most active discussion will be taking place until I decide to take up this project again.
viewtopic.php?f=5&t=12069
I'm currently tied up with 3D polygons.
Short answer, if you've coded it correctly, and I assume you have if you have successfully replicated the numerous demos availble on the internet, you divide each wall tile into quads, figure out where along the wall the ray is hitting, (The value will be between 0 and 1 as a decimal value. Simply multiply that by the tile width you use and floor it to get your quad number) and display that quad.
Go to that link above. That is where most active discussion will be taking place until I decide to take up this project again.
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