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Ray Casting Engine Demo


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#26 YANDMAN OFFLINE  

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Posted Sun Nov 16, 2014 9:15 AM

Bring on Doom



#27 Wickeycolumbus OFFLINE  

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Posted Sun Nov 16, 2014 9:46 AM

This looks amazing, nice work :thumbsup:

 

Would you say it's nearly impossible to do something similar without the ARM code, retaining DPC+?  Even if it was painfully slow or lower resolution?



#28 Joe Musashi OFFLINE  

Joe Musashi

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Posted Sat Nov 22, 2014 10:32 AM

Merlin's Wall has shown that it is in principle possible without an ARM. However, AFAIK it requires a tilted screen so that it can use a symmetric playfield. A not-tilted version would have to use an asymmetric playfield which would then have to be updated in every line.

 

A 32 bit wide playfield with coarse vertical resolution may be doable, but it would probably be much slower than Merlin's Walls.



#29 iesposta OFFLINE  

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Posted Thu Mar 30, 2017 11:11 PM

Anyone know who programmed this Raycasting demo?
The YouTuber just says, "He.."

At 6:56 min mark!



#30 Thomas Jentzsch OFFLINE  

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Posted Fri Mar 31, 2017 12:54 AM

[deleted]


Edited by Thomas Jentzsch, Fri Mar 31, 2017 12:59 AM.


#31 ZackAttack ONLINE  

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Posted Fri Aug 18, 2017 10:28 AM

Anyone know who programmed this Raycasting demo?

 

I did. It uses the display kernel that I discussed here.



#32 Thomas Jentzsch OFFLINE  

Thomas Jentzsch

    Thrust, Jammed, SWOOPS!, Boulder Dash, THREE·S, Star Castle

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Posted Fri Aug 18, 2017 10:48 AM

Did you post a ROM for that demo somewhere?

#33 ZackAttack ONLINE  

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Posted Fri Aug 18, 2017 7:50 PM

No, I haven't posted a ROM for it yet.



#34 Mr SQL OFFLINE  

Mr SQL

    Stargunner

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Posted Sun Aug 20, 2017 9:22 PM

That is an awesome rendering engine, you should make a FPS or 3D pacman :)



#35 8-bit_d-boy OFFLINE  

8-bit_d-boy

    Star Raider

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Posted Mon Aug 21, 2017 2:22 PM

Excellent work! This runs very smooth in Stella. My only suggestion would be to make the Color/BW switch switch between rendering modes.

Now to make Tunnel Runners 2!






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