Pseudo 3d with Raycasting

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Post » Thu May 17, 2012 7:27 pm

Very much thanks to R0J0hound for the example I finally got some time to look at it break it apart and learn how it was done and tinker with it. This is the result so far =D

http://dl.dropbox.com/u/53012532/RaycastTest/index.html

Press F to do fullscreen

EDIT: New version up at the same link based on the 2nd example from R0J0hound

If it loads with the walls really low on the screen thats cause of rescaling the layout just reload it and it should be fine.

This one runs for me at 30 fps I can make it run at 60+ fps but it looks way worsearidale2012-05-19 19:05:36
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Post » Thu May 17, 2012 8:46 pm

Holy Moley! That is fantastic. Make an fps with C2 now!
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Post » Thu May 17, 2012 8:52 pm

This is amazing maaaan! keep working on this man. Be sure, there will be thousand of people who will use it. HOLY COW!
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Post » Thu May 17, 2012 9:17 pm

it works pretty well but I have no idea how it could support textured walls. Is there any way to draw a specific part of a texture at a specific location?
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Post » Fri May 18, 2012 2:08 pm

Fantastic work, keep the work up :)

It can grow out to be something big easily.
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Post » Sat May 19, 2012 1:25 am

Textured walls won't work at the moment as C2 doesn't support sprite perspective distortions.
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Post » Sat May 19, 2012 11:49 am

R0j0hound can even do what can't be done... dang.
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Post » Sat May 19, 2012 5:33 pm

wow the first example I figured out pretty quickly... this 2nd one tho... man I have no clue lol
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Post » Sat May 19, 2012 5:48 pm

The second one looks like it uses a thin texture slice, then creates a lot of sprites to represent each wall from them before scaling them to how close they should appear.

Is that about right @R0j0hound?

Edit: Ah, just saw that each slice sprite also has 64 frames, to make up the different textures per sprite too.Jayjay2012-05-19 17:50:43
"Construct 4 lets YOU make advanced games! (maybe)" Construct Classic - Examples Kit
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