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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Wed Mar 03, 2010 6:15 am
by Jasoco
...Please? ^^

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Wed Mar 03, 2010 6:28 pm
by qubodup

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Wed Mar 03, 2010 11:41 pm
by snake
qubodup wrote: http://www.use-esdf.org/
So here you have your ESDF:

Have fun!

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Thu Mar 04, 2010 12:17 am
by qubodup
awesomes xD

also lol at 10deg/second turn speed :D

Ignore me, I have nothing constructive to offer. I'm not of the Wolfenstein generation...

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Thu Mar 04, 2010 1:40 am
by TechnoCat
qubodup wrote:awesomes xD

also lol at 10deg/second turn speed :D

Ignore me, I have nothing constructive to offer. I'm not of the Wolfenstein generation...
Use mouse.

I wonder what the original creator would think of us messing with this so actively as a community.

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Thu Mar 04, 2010 1:52 am
by bmelts
Gerrit wrote:Have fun with this demo. Change some parameters, make a maze out of it or try to render textures to the walls :) If you're done with that, add enemies. And doors. And german shepherds :joker:
I think he'd be fine.

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Thu Mar 04, 2010 7:58 pm
by scirath
People messing with your forum code is rather flattering, I'd say. Since we don't seem to have a kudos system, I mean.

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Thu Mar 04, 2010 9:27 pm
by pygy
Wow, some nice additions to the controls here :-)
pekka wrote:Neat stuff, though there is a slight element of futility in doing this all in pure Lua with Löve :).
Futile? Off course! But soooo fun :nyu:
pekka wrote:Since you're intent on doing this, have you though yet about placing billboards and mobile sprites in the scenery?
Sure!. The sprites shouldn't be too hard to implement.
1) a Z buffer (basically store the ray length in an table) then use it to determine what part of the sprites should be shown (using quads). Then:
2) draw the walls
3) draw the sliced sprites in Z order.

I could also implement some kind of fog effect easily.

I don't have any idea about how to implement billboards in a fast way, though.

Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Posted: Sun Mar 07, 2010 4:46 pm
by kalle2990