Pseudo 3d?

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Post » Tue May 15, 2012 6:10 pm

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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Post » Tue May 15, 2012 6:41 pm

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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Post » Tue May 15, 2012 7:03 pm

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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Post » Wed May 16, 2012 4:11 pm

Anyone else have any input on how this could be done in c2?
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Post » Wed May 16, 2012 7:56 pm

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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Post » Wed May 16, 2012 8:24 pm

wow my mind is blown lol. Now to try to figure out how that example works
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Post » Fri May 18, 2012 8:03 pm

That's very clever. Well done!
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Post » Fri May 18, 2012 8:10 pm

@R0J0hound, your "crude" examples always amaze me. Very nice job!
Don't see the fnords and they won't eat you!
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Post » Fri May 18, 2012 11:00 pm

@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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Post » Sat May 19, 2012 11:49 am

OK, how in the world is this done? We don't have sprite distortions like that!
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