Author Topic: Dungeon Crawlers-Before true 3d.  (Read 11721 times)

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Offline Stonemonkey

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Re: Dungeon Crawlers-Before true 3d.
« Reply #20 on: March 31, 2008 »
That's for clipping to the screen plane, it calculates the x and u values at the point the wall crosses the plane (z=z_clip)

Offline Pixel_Outlaw

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Re: Dungeon Crawlers-Before true 3d.
« Reply #21 on: April 01, 2008 »
As long as this topic is on top again, I found some really simple point conversion code on flipcode. Not nearly as good as yours.

http://www.flipcode.com/archives/Plotting_A_3D_Point_On_A_2D_Screen.shtml

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Offline Shockwave

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Re: Dungeon Crawlers-Before true 3d.
« Reply #22 on: April 02, 2008 »
Stonemonky, you just got Karma'ed

Really nice stuff (as usual). I was expecting something good when I saw your post but that ran unbelievably smooth.

It didn't drop a single frame!
Shockwave ^ Codigos
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Offline Stonemonkey

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Re: Dungeon Crawlers-Before true 3d.
« Reply #23 on: April 04, 2008 »
While I don't think this has much use in modern computing, it might be a useful alternative to raycasting on older platforms, thinking Amiga or possibly even older and after seeing the discussion elsewhere about the 6502 I might give it a go on the Electron. I doubt pixel by pixel, maybe make each column 1 byte wide which would probably mean 40 columns and the framerate probably won't be that great.

Offline va!n

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Re: Dungeon Crawlers-Before true 3d.
« Reply #24 on: April 14, 2008 »
i am not sure if this is for you or someone else here a help. you can download the full source of the legend 3d caster wolfenstein here:

ftp://ftp.idsoftware.com/idstuff/source/
- hp EliteBook 8540p, 4 GB RAM, Windows 8.1 x64
- Asus P5Q, Intel Q8200, 6 GB DDR2, Radeon 4870, Windows 8.1 x64
http://www.secretly.de
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