Raycasting Demo (like Wolfenstein3D, just veery basic)

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

Post by qubodup »

lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
snake
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post by snake »

qubodup wrote: http://www.use-esdf.org/
So here you have your ESDF:

Have fun!
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qubodup
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

Post 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...
lg.newImage("cat.png") -- made possible by lg = love.graphics
-- Don't force fullscreen (it frustrates those who want to try your game real quick) -- Develop for 1280x720 (so people can make HD videos)
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TechnoCat
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

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

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

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

Post 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.
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kalle2990
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Re: Raycasting Demo (like Wolfenstein3D, just veery basic)

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