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Raycaster, first trial


42bs

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2 hours ago, agradeneu said:

Lynx has a Math coprocessor, and even the CPU has a higher clock than A8.

 

 

The multiplications can likely be done by table look-up. Only the division to get the wall height is time consuming. And of course, SUZY can nicely draw a stripe.

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2 hours ago, sage said:

impressed. just so bad that textures in y double the size than x.

I do not understand? You mean this:

 

image.thumb.png.98daf3d77b2ad5f474e04994e263c973.png

It depends on the FOV.

 

2 hours ago, sage said:

now please add some friendly faces :)

I need to add collision detection first. Currently one can run into a wall.

Plus there are some glitches when you are close to the wall.

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1 hour ago, 42bs said:

I do not understand? You mean this:

No what i mean is that lynx has sprites organized horizontally, thus, size byte plus data byte per line. limits the number of textures in memory by ~2.

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1 hour ago, 42bs said:

I need to add collision detection first. Currently one can run into a wall.

Plus there are some glitches when you are close to the wall.

i digged not that deeply into the code. do you use blocks or walls between blocks?

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3 minutes ago, sage said:

No what i mean is that lynx has sprites organized horizontally, thus, size byte plus data byte per line. limits the number of textures in memory by ~2.

Ah, yes, every stripe needs 2 bytes horizontally. Doing it vertical would have some positive effects:
- Drawing is by increasion RAM address.

- Sprite data optimized.

- X resolution only 102 compared to 160

 

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5 minutes ago, sage said:

i digged not that deeply into the code. do you use blocks or walls between blocks?

It is blocks. Latest version now checks the side, so every side could have a different texture. This might allow something like door which are on the edge.

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9 minutes ago, sage said:

No what i mean is that lynx has sprites organized horizontally, thus, size byte plus data byte per line. limits the number of textures in memory by ~2.

Another problem is the limited number of colors. So having many different textures needs a good GFX artist to handle this.

 

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4 minutes ago, LordKraken said:

ok now make the game ;)

Still things to work out:

 

- collision

- doors

- thin walls

- windows (well low prio)

and essential: sprites (enemies, shots, med packs, ammunition .. ;-) )

 

Hmm, I could have submitted it as a game to SVWE2024 if only I would have stopped myself from early publishing it.

 

 

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