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Topic: Pseudo 3d?Posted: 15 May 2012 at 6:10pm |
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Like Wolfenstein 3d or the original DooM? It was raycasting back in those days. I was wondering if theres any way we could do that with c2? I know @Yann did somethin like that in his maze but I dunno how lol =D
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Posted: 15 May 2012 at 6:41pm |
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In my maze there was no ray casting, it's only front plane and side plane sprites, rotated and scaled to create the scene.
That's why it's always a strict frontal perspective with the POV exactly in the middle of the front plane. Making a wolfenstein-like... hmmm dunno, I saw a 3D plugin for C2 a while ago here... |
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Posted: 15 May 2012 at 7:03pm |
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Im fine with the 90 degree only turns infact its exactly what I want what I was wonderin tho is how you did it lol
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Posted: 16 May 2012 at 4:11pm |
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Anyone else have any input on how this could be done in c2?
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Posted: 16 May 2012 at 7:56pm |
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This page describes how to do ray casting:
http://lodev.org/cgtutor/raycasting.html Here's a crude implantation: http://dl.dropbox.com/u/5426011/examples11/raycast.capx I have a slow computer so I made the example with a small display. |
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Posted: 16 May 2012 at 8:24pm |
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wow my mind is blown lol. Now to try to figure out how that example works
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Posted: 18 May 2012 at 8:03pm |
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That's very clever. Well done!
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Posted: 18 May 2012 at 8:10pm |
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@R0J0hound, your "crude" examples always amaze me. Very nice job!
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Don't see the fnords and they won't eat you!
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Posted: 18 May 2012 at 11:00pm |
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@Wastrel Thanks.
Here is an improved example with: * textured walls * more precise wall/ray intersections * angled walls http://dl.dropbox.com/u/5426011/examples11/raycast2.capx |
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Posted: 19 May 2012 at 11:49am |
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OK, how in the world is this done? We don't have sprite distortions like that!
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