Ray casting on turbo R

Ray casting on turbo R

por wolf_ em 24-12-2011, 12:36
Tópico: Development
Tags: 3D
Idiomas:

The obvious new bit in this demonstration is the walking robot in the maze. Now the code and data fit in 45K. Work needs to be done on mapper support in order to add animations (walking), and other textures. Also a simple AI is in development. How far could this concept be stretched? Would a 1chipMSX with a boosted Z80 and a Graphics9000 in one of its slots make this new effort shine like it should? Thrill and excitement await us! Now, where to find a gun to blow that piece o' walking rust to bits..

Relevant link: Ray casting demonstration

Comentários (21)

Por Maggoo

Paragon (1216)

imagem de Maggoo

24-12-2011, 13:37

This is simply awesome ! Santa

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

24-12-2011, 14:36

Thanks, credits have to go also (and mainly) to Wouter, who moved to asm the critical parts of the engine

PS
Obviously the answer to the emphatic question from wolf_ about 1chip and the rest is no. The code is for r800 and v9938, nothing more, nothing less.

 

Por Oscar

Guardian (582)

imagem de Oscar

24-12-2011, 17:24

Awesome! A game with this engine could be very cool!

Por Latok

msx guru (3866)

imagem de Latok

26-12-2011, 03:31

Looks so great!

Por Gakubuchi

Expert (96)

imagem de Gakubuchi

27-12-2011, 10:08

Impressive! Wolfenstein 3D is coming to the MSX? Smile
Great work Artrag and Wouter!

Por Sonic_aka_T

Enlighted (4130)

imagem de Sonic_aka_T

02-01-2012, 21:27

Wow! Just wow! That is seriously impressive on so many levels... Kudos to you good sir! Cool

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

06-01-2012, 13:17

Por Latok

msx guru (3866)

imagem de Latok

06-01-2012, 21:59

ARTRAG, MORE than amazing!!!!!!!!!!!

Por Maggoo

Paragon (1216)

imagem de Maggoo

06-01-2012, 22:13

This keeps getting better and better, I can't beleive this runs on a MSX !

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

06-01-2012, 23:35

Now walking animation takes 4 frames, there is an extra frame for standing still, so we have 5 poses. Each pose has 8 directions of view, giving thus 40 frames for the sole enemy robot.
Add 4 frames for pillars and columns and you get 44 frames in total that fill about 64K of RLE data (4 ram segments).
The textures for walls now are 9, that with the shadowing become 18, and fill about 32K of RLE data (2 ram segments).

This means that without loading, with a 256K msx turbo R, it is reasonable to have up to 3 animated enemies, about 12 items and 18 textures.
Wink

[edit]
in the video the walking robot is at 1:25

 

 

 

Por Latok

msx guru (3866)

imagem de Latok

07-01-2012, 10:54

ARTRAG, is this concept eventually suppose to work on a 256k turboR or a 512k turboR?

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

07-01-2012, 15:12

IMHO it is better to aim to 256K, but there is nothing decided ATM 
 

 

Por Latok

msx guru (3866)

imagem de Latok

07-01-2012, 20:29

I think there are very few 256k turbor users..........

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

07-01-2012, 23:05

we will see...

Por Sarcasmic

Master (149)

imagem de Sarcasmic

10-01-2012, 17:57

Nice suprise!! great work Smile

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

24-12-2013, 17:52

Por Manuel

Ascended (18742)

imagem de Manuel

24-12-2013, 20:23

What's new ARTRAG?

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

24-12-2013, 22:43

The screen 8 rom was missing in the repository but all files are from the old work

Por Manuel

Ascended (18742)

imagem de Manuel

25-12-2013, 08:57

OK, but nothing beats that demo with the robots Smile

Por Daemos

Paragon (1959)

imagem de Daemos

24-12-2014, 23:49

Is this awesome project still going on?

Por ARTRAG

Enlighted (6832)

imagem de ARTRAG

25-12-2014, 13:11

Not really sorry