19 June 2017, 06:30 | #1 |
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Ray casting
is there a good ray casting tutorial for amiga?
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19 June 2017, 12:41 | #2 |
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I don't know of one, but isn't it effectively the same thing as on the PC, but adding C2P conversion?
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19 June 2017, 13:06 | #3 |
move.l #$c0ff33,throat
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19 June 2017, 16:57 | #4 |
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Well, on Amiga you usually do it into a chunky buffer in fastmem and then use C2P into chip mem, but that's the only real difference.
Bisquit on YouTube has some good tutorials on raycasting. |
19 June 2017, 17:36 | #5 |
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What does ray casting have to do with chunky graphics?
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19 June 2017, 17:45 | #6 |
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Nothing per se - except that (assuming your rays are intersecting with vertical walls) you're processing the scene one column at a time, which is horribly inefficient if you're rendering to a planar framebuffer.
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20 June 2017, 16:35 | #7 |
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Since Amiga is a word(16 bit) machine, was thinking about doing ray casting with this in mind, and maybe get rid of c2p
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20 June 2017, 17:44 | #8 |
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Yes, but why not just use integer based vectors? Seems faster than bitmap based ray casting, unless I'm wrong (never done it).
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20 June 2017, 18:05 | #9 |
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Sure, that's doable if you're rendering walls with flat shading - but as soon as you introduce texture mapping into the mix you have loads of shifting and masking to deal with before you can write a 16-bit word.
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20 June 2017, 18:15 | #10 |
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What's the actual use case for ray casting here? I'm thinking of ray casting as used in current 3D games...
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20 June 2017, 18:15 | #11 | |
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Quote:
(Just to be clear, I'm talking about raycasting as in Wolfenstein 3D here - Sandruzzo, is that what you meant?) |
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20 June 2017, 18:21 | #12 |
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20 June 2017, 18:35 | #13 | |
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Quote:
Maybe we some good lookup table we should be able to do texture mapping word based. |
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20 June 2017, 21:32 | #14 |
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21 June 2017, 01:06 | #15 |
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