Search found 91 matches

by UnixRoot
Mon Jun 05, 2023 6:41 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1796
Views: 1568360

Re: What's everyone working on? (tigsource inspired)

I'm still working on simple stuff... slowly. Actually, it's quite simple. There are lots of tutorials and code samples for ray casters you can study. The only problem is, most of them are slow. But I got rid of all the slow per pixel divisions, drawing 90° rotated so I can fill horizontal scanlines...
by UnixRoot
Sun Jun 04, 2023 4:18 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1796
Views: 1568360

Re: What's everyone working on? (tigsource inspired)

Working on my ray caster. I implemented real 8-Bit palette rendering with lighting and shading system pretty similar to Quake's colormap, including fullbright support, etc. All the textures are stored in a special format without any color information but with only the palette indices instead. It's t...
by UnixRoot
Tue May 30, 2023 8:44 am
Forum: Libraries and Tools
Topic: Hardware Accelerated Raycaster
Replies: 11
Views: 11263

Re: Hardware Accelerated Raycaster

Yeah, sprites will definitely be a small hit in performance but nothing to worry about. A 1D Z-Buffer and sprite sorting isn't a big problem, I know all the depths from shooting the rays anyways. Overdraw isn't a big problem either. I'm reading and writing directly from and to the memory. The "...
by UnixRoot
Tue May 30, 2023 7:38 am
Forum: Libraries and Tools
Topic: Hardware Accelerated Raycaster
Replies: 11
Views: 11263

Re: Hardware Accelerated Raycaster

At first, thumbs up for your shader based ray caster, I really like the idea. It's great for high resolution rendering. For a 320x200 frame the machines I tested on get the following: PC (i9-9900K, 32GB, 1070ti): <1ms, ~300-600 microseconds (~1-6ms for a similar scene in the software version) But fo...
by UnixRoot
Mon May 29, 2023 1:27 pm
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1796
Views: 1568360

Re: What's everyone working on? (tigsource inspired)

I needed a little break from my Pseudo3D racing engine, so why not do a ray caster? :awesome: :awesome:
I'm rendering to a 90° rotated frame buffer, so I can draw the vertical columns horizontal. It's pretty fast, even on my potato PC.

Image
by UnixRoot
Sat May 20, 2023 6:46 am
Forum: Support and Development
Topic: Shaders and setColor
Replies: 2
Views: 820

Re: Shaders and setColor

Yes, setColor sets a global color value that's used for every drawing operation afterwards. Everything you draw after setColor is affected. With setColor( 0.5, 0.5, 0.5, 1.0 ) you get halfed color values.
by UnixRoot
Mon May 15, 2023 5:57 pm
Forum: Games and Creations
Topic: In the Heavens - Demo 0.1.12
Replies: 57
Views: 1065014

Re: In the Heavens - Demo 0.1.0

That's really nice, but isn't your example a little over the top for drawing a textured mesh? I mean, only a few lines of code are missing for it to be a 3D engine. You can draw textured 2D meshes with a far simpler approach.
by UnixRoot
Mon May 15, 2023 4:39 pm
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 4845

Re: Puzzled by a potential memory leak

This actually helped a lot. It's not perfect, but the stuttering is gone and garbage production is now "only" 10 MB per minute, instead of almost 500 MB.
by UnixRoot
Mon May 15, 2023 6:56 am
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 4845

Re: Puzzled by a potential memory leak

I think my problem could be LuaJIT and/or FFI related. I just found this post with almost the same behavior. https://love2d.org/forums/viewtopic.php?t=91198 I have some similar problems like @grump had. If I run randomFunction1() randomFunction2() it produces a lot of garbage and runs slow. If I ins...
by UnixRoot
Sun May 14, 2023 10:36 am
Forum: Support and Development
Topic: Puzzled by a potential memory leak
Replies: 13
Views: 4845

Re: Puzzled by a potential memory leak

If you have a solution to collect the garbage every frame, that doesn't introduce massive lag, then yes, it's solved.