23 April 2018, 08:28 | #101 |
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I dont know, if unfinished Wolf3D clone can be useful for something. Anyway here are source code and demo of "Wilczy Szaniec", coded by Hali/Union. https://www.ppa.pl/rodzynki/wilczy-szaniec.html
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23 April 2018, 09:41 | #102 |
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23 April 2018, 11:17 | #103 |
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So happy to see this thread springing back to life, only to discover it's because someone have a bad taste of pride.
@AndNN: instead of claiming first idea/copyright on some idea, that in it's very definition is very broad. how about helping getting this game on to Amiga, and make a collaboration? and then getting your credits in the actual game, because you made some code for it, and not for the idea it self. I've read your earlier threads, and they where full of many ideas, but very little work on code. Britelite atleast but some code forward, and didnt even complain when i disassembled the code to try out some stuff myself. and btw: your code using fastmem, is not for this thread, as this is targeted A500 +512kb fakefastmem. i don't wanna argue with you, and as mentioned if people send you PM's calling you shit. that is unacceptable. I can almost feel your pain, when i read your posts. But try and step back a little, and then show these naysayers that what you say is actually the truth, be providing proof of it. we need all the help we can get, if this game is ever gonna be made for Amiga500 |
24 April 2018, 16:19 | #104 |
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I think there is no need to have rotate chunky buffer. With some little arrangment we can have linear texture mapping instead colum. If we divede a wall, into small walls, we can shoot less rays, and have some kind of affine mapping with correct every n pixel...
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24 April 2018, 17:01 | #105 | |
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But the raycasting could of course be made faster with a combination of raycasting and interpolation. |
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24 April 2018, 17:05 | #106 | |
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Quote:
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24 April 2018, 17:06 | #107 | |
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EDIT: or are you suggesting that texture-mapped triangles should be used? |
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24 April 2018, 17:27 | #108 |
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The Idea is That: mixig the two world if worth it. Not triangle per se, but quads. With simple linear interpolation, you can texture a wall
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24 April 2018, 17:30 | #109 |
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I don't see how that would be faster than my current solution when it comes to rendering speed, so I'm eagerly waiting for your proof-of-concept demo
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24 April 2018, 17:34 | #110 | |
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Corners and edges could also be a problem. I fear that any code that looks for (and deals with) these cases could probably negate any speed gain, most likely will slow down the whole thing overall. |
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24 April 2018, 17:41 | #111 |
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You could speed up the raycasting by, for example, casting every 4th ray first, and then check if they happen to land on the same wall in which case the 3 points in between would be interpolated. If they're not hitting the same wall, then cast the middle ray and check again and possibly interpolate, or then cast the remaining two. Worst case scenario would be slightly slower than just straight up casting all rays, but in most circumstances it would at least gain a slight speed boost.
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24 April 2018, 17:58 | #112 |
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That makes sense.
But the pixels still need calculating and plotting, and your method of writing the strips is highly optimal, more so than could be achieved by interpolating across?? I guess sandruzzo can try this out and see if it works |
24 April 2018, 18:02 | #113 |
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24 April 2018, 18:07 | #114 |
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Since we know that move.b x,(a0)+, is faster than move.b x,40(a0), this is the key of linear interpolation.
Just my 2 cents |
24 April 2018, 18:08 | #115 |
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24 April 2018, 18:13 | #116 |
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24 April 2018, 18:21 | #117 |
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24 April 2018, 18:41 | #118 | |
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I do agree with you that there are ways to make the raycasting part more efficient, but I don't agree on your choice of rendering. |
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24 April 2018, 18:57 | #119 |
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Would there be any advantage to precalculating a certain number of zoom levels on each texture? Assuming there is memory to spare.
Just it looks like Wolfenstein uses the same wall texture over and over again. |
24 April 2018, 18:59 | #120 |
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