Maze added to downloads

by wolf_ on 04-11-2007, 19:56
Topic: Software
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Little over 3 years ago, MRC user GhostwriterP from XL2s has made a ray-casting demo for MSX2 and higher. Ray-casting is the technique used in games like Wolfenstein 3D. As the original link isn't available anymore, MRC has now added the original file to her ever growing downloads database.

Relevant link: Maze

Comments (7)

By ARTRAG

Enlighted (6279)

ARTRAG's picture

08-11-2007, 16:18

Always surprising.... Where are the sources ?
Is there any room for improvements ?

By GhostwriterP

Champion (511)

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08-11-2007, 19:24

The sources are still arround somewhere...
Most of it is non optimized code, so yes it could be improved.

By ARTRAG

Enlighted (6279)

ARTRAG's picture

09-11-2007, 16:32

Could it be improved use multiple predefined tile sets to render the screen ?
in screen 4 you can use up to 8 different tilesets...

By GhostwriterP

Champion (511)

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09-11-2007, 20:05

I already use predifined tiles. And the version I have uses 'page' swapping, hence using 2 sets.
The one you can download here does not. Tongue

By ARTRAG

Enlighted (6279)

ARTRAG's picture

10-11-2007, 10:36

Let me explain
1) the tile borders are just straight, you could make them diagonal. As all the tiles follow a line with given angle, you could define a tileset that includes all the tiles for the border with that angle. Gathering adjacent angles in the same tileset would lead to minimal swapping.
2) each of the 3 regions of the screen can have its own tileset corresponding to the fact that it has to display different things. each of the region has 8 tilesets to be swapped on fly

Do you see what i mean?

PS
note that angles to be displayed on the 3 regions of the screen are strictly correlated, so it is correct to swap all the 3 tileset at the same time to change range of angles to be displayed

By GhostwriterP

Champion (511)

GhostwriterP's picture

10-11-2007, 15:31

You don't like the 32x48 resolution, is that it?
Anyway I see what you are gaining at. But I think making smooth border lines using predefined tiles is not as easy as it seems.
With more borders you create more angles and corners. We are dealing with perspective view here.
With one wall we have one angle, but already two while watching at a corner. There are more walls than one, hence a lot of combinations.
Not to mention the dittering to create that nice mist effect. Wink

By ARTRAG

Enlighted (6279)

ARTRAG's picture

10-11-2007, 17:17

We have 64 directions to be analyzed and a finite number of situations to be displayed, as walls and corridors are in squared angles.
I'm pretty sure that some visual improvement could be achieved even within the current resolution by better adapting the tiles to the edges of walls.