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Posted 01 October 2012 - 11:46 AM
Posted 01 October 2012 - 12:23 PM
Edited by caldiar, 01 October 2012 - 12:26 PM.
Posted 01 October 2012 - 03:50 PM
Posted 01 October 2012 - 04:28 PM
Edited by mholmes, 01 October 2012 - 04:28 PM.
Posted 02 October 2012 - 02:24 AM
Posted 02 October 2012 - 11:44 AM
However, I would recommend you put a modern spin on it and draw with a hardware accelerated API. There are many advantages:
- When you are raycasting, you aren't drawing, you are just building a list of walls or floors that are visible to the player. You can then sort these by texture/material or whatever and just draw it.
- You can rotate on other axes for 'free'; just mess with the modelview matrix.
- Texturing walls and floors are easy; you don't have to deal with constant-z texture mapping
- You can use 3d models for characters instead of sprites
- If you're clever, a bump or displacement-mapped wolf3d level might look pretty good. You will be stuck in a 2.5D maze, but that doesn't mean the brick wall can't look bumpy and metal surfaces can't be environment mapped.
- When the engine gets advanced enough that you want to move on from raycasting to something else (like portals & sectors), you will have a bunch of code you can reuse.
Posted 02 October 2012 - 03:18 PM
caldiar I just wanted to say thanks for the quick detailed reply.
Posted 03 October 2012 - 10:42 AM
Not a problem Ray-casters are always fun projects to work on. They're a very interesting piece of history. It's amazing to me, even today, the results you can get with the relatively simple code and basic trigonometry.
I'm really itching to put together a ray-caster now...
Edited by !Null, 03 October 2012 - 01:04 PM.