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Re: Raycasting demo :D
Posted: Fri Feb 07, 2014 1:24 am
by Death
I've never considered a license, I don't know how to use them at all.
The code's open source on my website, posted above, but it's offline right now and will be back up tomorrow!
Website's online and new edit!
Posted: Sat Feb 08, 2014 7:17 am
by Death
Bump - Made a new map system (Explanation next update) for making custom maps. Added in a little crosshair thingy. Also, website's online and as soon as I can get FTP working, I will begin working on a microsite for this project!
Re: Website's online and new edit!
Posted: Sat Feb 08, 2014 8:27 am
by Davidobot
Death wrote:Bump - Made a new map system (Explanation next update) for making custom maps. Added in a little crosshair thingy. Also, website's online and as soon as I can get FTP working, I will begin working on a microsite for this project!
Nice to see that you included my version
Also, are you planning to add textured walls and entities which always face the player?
SUBJECTZ
Posted: Thu Feb 13, 2014 4:19 pm
by Death
Yeah, included your version
I tried a textured walls version, it was extremely laggy on my end and I don't think I'll be implementing it.
Entities facing the player is something I was working on, but I'm leaving it to everyone else to work on it
Almost done with the map system and a custom file for maps.
Re: SUBJECTZ
Posted: Thu Feb 13, 2014 11:11 pm
by Jasoco
Death wrote:Yeah, included your version
I tried a textured walls version, it was extremely laggy on my end and I don't think I'll be implementing it.
Entities facing the player is something I was working on, but I'm leaving it to everyone else to work on it
Almost done with the map system and a custom file for maps.
It won't lag at all if you do it right.
https://www.youtube.com/watch?v=V1K2Bmv_n64
https://www.youtube.com/watch?v=ZxABztgBaP0
https://www.youtube.com/watch?v=cpe42PSznF4
The textures themselves have nothing to do with lag. They're just images. You need to use quads. I don't know exactly how your code works in relation to my code, which was based off JavaScript code ported by jfroco. I implemented the textured walls with pretty much no effort at all since each ray casted returned all the information I needed. The X position along the wall and the tile ID. With those two pieces of information, and a texture sheet split into an array of quads (One quad for every column of every texture, so an array of 16 textures with 32x32 pixel images ends up being 32 * 16 in a grid array of the following format: quad[textureID][column] or quad[textureX][textureY][column] depending on how you do it)
I posted my code a while ago. I guess I'll post it again. It's old and outdated and I can't really help much with it. But look at it. Run it. Learn from it if you want. Also, it requires 0.8.0.
/explan-a-brag
Re: Raycasting demo :D
Posted: Fri Feb 14, 2014 9:28 pm
by Death
Someone else did it, if you want to
Re: Raycasting demo :D
Posted: Fri Feb 14, 2014 9:29 pm
by Death
Someone else has already attempted to do it, it was not of my own work. If you want to find a way to implement images onto the walls, go ahead, but this was meant to just demonstrate the powers of raycasting in love2D