3D raycasting

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By ARTRAG

Enlighted (6891)

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20-11-2011, 23:34

https://sites.google.com/site/testmsx/msx2-doom/mz3d_dos_2011_11_20c.rar?attredirects=0&d=1

Now with a small optimization (due to a smaller angle of view) and many enemies
In this version the exit door is the only on the bottom of the map

Run on real HW or on openmsx, not on bluemsx

By Manuel

Ascended (19060)

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21-11-2011, 22:50

Cool stuff, but these enemy graphics do look a bit childish and VERY blocky...

By Huey

Prophet (2687)

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21-11-2011, 23:20

Cool stuff, but these enemy graphics do look a bit childish and VERY blocky...

That must be my fault Wink The gfx (sprites and walls) are from an (2d) MSX1 game.

img708.imageshack.us/img708/481/dockp.png
img825.imageshack.us/img825/882/sportingcenter.png

By ARTRAG

Enlighted (6891)

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21-11-2011, 23:32

Have you met all 4 kind of enemies?
;-)
Except the last two enemies you probably missed, the current graphic comes from an msx1 game under development.
The blocky enemies are the 16x16 zoomed pictures of two layer sprites for msx1.
Actually, the engine can display pictures with size up to 64x128, but, the more complex are the pictures, the lower the framerate will be.
In the end probably the final graphic will be not much less blocky than what you see now, anyway, there is room to optimize things a bit more. Any cycle gained will be spent in extra complexity for graphic.

By ARTRAG

Enlighted (6891)

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24-12-2011, 10:47

By spl

Paragon (1470)

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24-12-2011, 12:14

http://youtu.be/DJDqe8fP9qE

That's impressive :D

By PingPong

Prophet (3997)

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24-12-2011, 12:23

http://youtu.be/DJDqe8fP9qE

That's impressive :D

Extremely impressive! 
 

By Maggoo

Paragon (1216)

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24-12-2011, 13:39

http://youtu.be/DJDqe8fP9qE

That's impressive :D

Extremely impressive! 
 

I second that

By jltursan

Prophet (2619)

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24-12-2011, 13:46

Wow, it's getting nicer and nicer! oO

By hit9918

Prophet (2926)

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26-12-2011, 08:38

This starts to compete with the Amiga 1200! Cool I mean stock A1200 without turbo board.

There you did copperscreens which got 2x2 pixel blocks and like max 70% screen width.
In non-copperscreen, chunky to planar conversion got to be done and fullscreen crawled.

@ARTRAG : do I remember right, the 4 pixel resolution is from the ported engine and one could double the resolution without additional VDP acesses?

 

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