About raycasting look at the source files of this
https://youtu.be/8ffvdvpePY8
Yeah I remember that one, mz3d2 in your github, will take took.
Looking a bit more into this, calling it "quake engine" is a bit of a stretch. But has many of the features of a more complex raycasting engine: floors at different levels and arbitrary shapes and angles for walls with holes you can see-through. It doesn't seem to be possible to move the camera up and down.
I guess what the author means is that they implemented some of the techniques from the doom engine and then optimized them by pre-processing the maps like in quake?
Regardless, is truly mind blowing that this even runs at 4fps in a regular spectrum; because it cannot be done with simple math like in a regular wolfstein style raycaster, it requires binary space partitioning and rendering the frames using a much more elaborated algorithm.
And the binary is 64Kb!
Alright, so I played a little bit with ray casting and have achieved a whooping 1 fps on a TurboR. But with the whole implementation in C and no optimizations whatsoever (not even r800 muls).
I have used the fixed point implementation found here https://github.com/mausimus/raycaster as a reference, and mostly translates to MSX with no big issues. There is lots of room for optimization.
Now I will follow Artrag's & Company previous art to increase the frame rate to see where I can get.
Nice! Impressive for being in C! It took me forever to get this to run at a decent speed for Tales of Popolon! I described a few ideas here in case they are useful http://santiontanon.blogspot.com/2017/09/raycasting-in-tales...
Nice! Impressive for being in C! It took me forever to get this to run at a decent speed for Tales of Popolon! I described a few ideas here in case they are useful Smile http://santiontanon.blogspot.com/2017/09/raycasting-in-tales...
Thanks! yes, I have also read your blog post about ToP.
Very good! Eager to see how it is going to evolve
anybody remember anarchy demo?
sorry better this v9990+turboR 3D engine