emkay Posted June 22, 2019 Share Posted June 22, 2019 As you might see: XXL did a 320 Bytes Raycaster, using BIOS functions. So now I get sleepy and go to bed. Gn8 ... Link to comment Share on other sites More sharing options...
xxl Posted June 23, 2019 Share Posted June 23, 2019 290 4 Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 C64 has it done in 256... 1:00 looks familiar Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 http://www.pouet.net/prod.php?which=61298 Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 1 hour ago, Heaven/TQA said: C64 has it done in 256... I don't argue this time , as the result is fully different. But, for sure, that "wobbling" on the C64 is suggesting a higher framerate than it is. Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 Anyways .... I wonder if the engine could be changed to use Mode 6 with 5 colors and to do some pattern in the characters. Then from the middle of the screen everything gets mirrored and the characters put top down. Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 That would mean to have not only colored squares. And the mirroring is only at the screen filling , not in the screen content. Even more interesting: In the center of the screen, half filled chars could be used, and the PMg build the center of the room with a separated color from the border. Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 But why do you want to use chars? xxl did it in bytes yes but why expand on that limited special version? Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 1 minute ago, Heaven/TQA said: But why do you want to use chars? Maybe it is caused by the fact that non of those "great" 3D Engines found their way to a playable game? Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 Midi maze e.g. Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 53 minutes ago, Heaven/TQA said: Midi maze e.g. Isn't it sad NOT to have a real example ? Are there textures in the walls? Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 The thing with char based textures is that it becomes looking wrong when not doing it correct like raycasters do.... shading is no problem. I used that in Arsantica and one example had highres and 128 dithered chars version of the maze. xxl. Is yours fish eye corrected? Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 23, 2019 Share Posted June 23, 2019 Look at first “textured” vector object called “stencil” vectors. They look definitely wrong without any Z. Link to comment Share on other sites More sharing options...
xxl Posted June 23, 2019 Share Posted June 23, 2019 9 minutes ago, Heaven/TQA said: xxl. Is yours fish eye corrected? no, there is no correction and that is why there is a fish eye effect. it's not the only simplifications ... and there will be more ... Link to comment Share on other sites More sharing options...
emkay Posted June 23, 2019 Author Share Posted June 23, 2019 13 minutes ago, Heaven/TQA said: Look at first “textured” vector object called “stencil” vectors. They look definitely wrong without any Z. You know, the Atari has that nifty possibility to turn the characters top down . So , if you do some adjustments on the top of the screen, you get the bottom right .... Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 24, 2019 Share Posted June 24, 2019 8 hours ago, emkay said: You know, the Atari has that nifty possibility to turn the characters top down . So , if you do some adjustments on the top of the screen, you get the bottom right .... How should the texture look on an angled view? Link to comment Share on other sites More sharing options...
emkay Posted June 24, 2019 Author Share Posted June 24, 2019 Hiding the edges of the character could be y good start. Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 24, 2019 Share Posted June 24, 2019 But that’s not char based but “real” raycaster? what do you want to achieve? I don’t get it. As raycasting is based on collum based rendering based on shooting rays through each screen X pos. Xxl does it for 40x and draws collums in 8x steps... with this you never achieve the look in the video. Link to comment Share on other sites More sharing options...
xxl Posted June 24, 2019 Share Posted June 24, 2019 (edited) I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation. 280 (x80/x48) Edited June 24, 2019 by xxl 4 Link to comment Share on other sites More sharing options...
+Stephen Posted June 25, 2019 Share Posted June 25, 2019 Incredibly cool demo. Now I'll sit back and listen to the non-coders argue about how they would do it, but they don't code, so they shit on everyone else who does. Keep on, I am watching with incredible interest. 6 Link to comment Share on other sites More sharing options...
Heaven/TQA Posted June 25, 2019 Share Posted June 25, 2019 6 hours ago, xxl said: I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation. 280 (x80/x48) Oh, I was not aware of it was done in basic. And as higher resolution in X you need cos(deltaangle) fish eye correction to fight against distortion. Link to comment Share on other sites More sharing options...
emkay Posted June 25, 2019 Author Share Posted June 25, 2019 8 hours ago, Heaven/TQA said: But that’s not char based but “real” raycaster? what do you want to achieve? I don’t get it... I know I want to have a 3D looking game for the Atari. As much 3D as is needed for gameplay, as less resources using on the Atari, for best gameplay content. HOW characters had to be set , to aid the "3D" projection, would be more clear, if such a engine is running Link to comment Share on other sites More sharing options...
emkay Posted June 25, 2019 Author Share Posted June 25, 2019 7 hours ago, xxl said: I draw using the OS_PLOT function in any graphics mode (OS_GRAPHICS; x40, x80, x160, x320). the scene is drawn with vertical stripes in three steps (sky, walls, floor). The worst are the walls lying close (blocky) but it is the fault of a simpled distance calculation. 280 (x80/x48) Hm. As far as I know, the OS routine also works on character modes... Let's say 40x30 and 5 colors ? Link to comment Share on other sites More sharing options...
Gunstar Posted June 25, 2019 Share Posted June 25, 2019 On 6/23/2019 at 1:06 PM, emkay said: Maybe it is caused by the fact that non of those "great" 3D Engines found their way to a playable game? And you know This char mode one will?!? And not yet doesn't mean never either... Link to comment Share on other sites More sharing options...
emkay Posted June 25, 2019 Author Share Posted June 25, 2019 (edited) 26 minutes ago, Gunstar said: And you know This char mode one will?!? And not yet doesn't mean never either... Name it "chance enhancing of possibilities" . Of course someone who has skilled programming knowledege and is interested in creating a game for the Atari, should enter the room. Either people state "it's not possible" or still were not interested , may result in a never ending story Well, particular Stunt Car Racer shows the direction. But that used mode costs a lot CPU cycles on the Atari. As Mode D is always denied , there are those very low CPU using Modes that have been used in Basic. As an addendum to be cleared: There is still the PMg... Edited June 25, 2019 by emkay 1 Link to comment Share on other sites More sharing options...
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