Betcha didn't know V3 could do this...
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torin

Hey all,

I just uploaded a 3D raycasting demo called "Castle Heck". Try it and let me know what you think! I wanted to get a more complete game done with it, but unfortunately I have very little time these days (darn university)...

Although 3D isn't really what verge is designed for, I think that a raycasting engine could be used as cool gimmick (a 3d battle system, for example). Anyway, I had fun making it. If you want to use the raycaster in your own project, go ahead. Just give me credit. There's some utility stuff in there you might find useful, too.

If I find time I'll try to do a more complete release with documentation, better code, etc...

Yay! After 6 years of contributing nothing, I've actually made and released something with verge!

-- torin

Posted on 2004-03-08 23:00:02

Toen

That is rad! And very dark!

Posted on 2004-03-08 23:22:15

mcgrue

the link for the uninspired.

This pretty much rules. Do you have an avatar for me to install for you?

Posted on 2004-03-08 23:38:25

Technetium

That is really impressive! It even runs at a good framerate.

I took a look at the code, and although it is pretty complicated stuff (beyond my level, for sure), I figured out how you managed to skew the images used for textures. The key is that up and down is always displayed as up and down (unlike later 3D games where you can look up or down and skew a square wall into a shape with no parallel sides), right? I'm guessing this is why the floors and ceilings are not similarly textured. :-)

Great bit of innovation there, in any event.

Posted on 2004-03-08 23:40:34

torin

Technetium: That's exactly it, although it's not exactly innovation on my part. Wolfenstein 3D used this technique, and Doom and Ultima Underworld used more advanced variations with textured floors, sectors with varying floor and ceiling heights, and other cool things.

You might be able to do varying floor and ceiling heights and arbitrarily angled walls with the current V3 engine, although you'd need to write a custom tool to make maps. For textured floors and ceilings you'd need engine support. Specifically, a function to grab an arbitrary line from an image (rather than just a rectangular subimage).

Grue: I don't have an avatar yet, but I'll send one to you as soon as I make one up! Thanks for inviting me into the L33t upper echelons of Verge society! ;)

Everyone: Just FYI, I made a mistake in the file description: it should be "raycaster", not "raytracer". It would be quite a feat to make a realtime raytracer in Verge!

Thanks for the feedback, all! BTW, What kind of framerates is everyone getting? I get around 30 if I turn of the limiting code.

Edit: How DO hackers spell "elite", anyway?

Posted on 2004-03-08 23:52:08 (last edited on 2004-03-08 23:53:56)

rpgking

Damn, that was awesome. *picks jaw up off the floor*

BTW, I got about 30fps too, which is really good for an engine like this :O

Posted on 2004-03-09 01:58:24

TomT64

l33t = elite

Posted on 2004-03-09 08:52:58

anonymous

I get 138fps if I edited the system.vc right... I change the UpdateFps() function right?

Posted on 2004-03-09 08:56:25

chanman

^^ thats me up one post, anyway, I don't know much about coding (still learning) but I messed with "framestart + 5" part this time and changed it to 1, now its saying 199 fps. I'm I editing the right thing?

Posted on 2004-03-09 09:01:01 (last edited on 2004-03-09 09:01:29)

mcgrue

I'm I editing the right thing?

Hrmmm... offhand it sounds to me as if you're editing the method that counts/displayes the FPS. But I haven't viewed the code.

I'll let the creator field this one ;)

Posted on 2004-03-09 09:16:24

RageCage

wow, this owns any 3d engine I've seen on verge in the past.

Posted on 2004-03-09 12:38:32

mcgrue

Chillaxen:

The line that limits the FPS is:


while(timer < frameStart + 5) {}


Which is line 334 of system.vc. It basically makes the engine do nothing for 5 1/100ths of a second from the time frameStart was set.

Sadly, my FPS is about 17, so commenting out this line doesn't let me fly around at idiot-speed.

Edit: Sorry, I forgot to put the escapecode for the less-than sign there...

Posted on 2004-03-09 14:14:32 (last edited on 2004-03-09 19:45:26)

Troupe

If you want to be totally uber, it would actually be l337, with a 7 for a t. l33t is kind of n00bh4x. Just thought you should know.

Posted on 2004-03-09 14:19:31

mcgrue

More textboxes? :(

Posted on 2004-03-09 19:47:19

chanman

thanks mcgrue =)

my fps is 36

Posted on 2004-03-10 04:30:09

Omni

Know what this is? Bloody awesome. It makes me want to experiment with programming code like that.

I notice some of the textures are displayed, even when facing them straight on, at a skewed/curved angle. Is this the fault of the detail truncation of integer math?

Posted on 2004-03-11 01:59:28

torin

Thanks for the news post, grue! Hopefully I'll get an avatar to you soon (I'm insanely busy right now).

Posted on 2004-03-13 19:42:43

mcgrue

No problem, and we all can commiserate.

'cept that vergedev is busy with fun things ; )

Posted on 2004-03-13 20:23:10

Actinium

You are a God.

Posted on 2004-03-14 06:43:55

Mythril

*SHAMELESS SELFPROMOTION*
Hah, I made a raycasting demo in Verge2 ages ago! >:D
*SHAMELESS SELFPROMOTION END*

I ought to make a real game some time... :/ *sigh*

Anyway, the demo is good, the walls are betterlooking than I got it. I think. But I can't find my demo anyway. Oh well.

Posted on 2004-03-20 14:51:20


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