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AppGameKit/AppGameKit Studio Showcase / Wip : Agk raycast engine ( Something like wolfenstein )

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Cliff Mellangard 3DEGS
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Posted: 31st Oct 2011 01:07 Edited at: 2nd May 2012 01:07
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Open source!
-------------------------------------------------------------------
Latest videos!



part 2.



Whas bored today and started on an side project to boinkadroid

I dont know if it will end upp to something working?

But this is my progress so far!

Its completely new compared to my raycast engine in dbp as now have i planned to make it easier to do floors and ceilings in the future!
Experimenting with floor heights!


Floor and ceiling in lowres.


With floor textures.


Now supports 3d sprites! ( 20 at the same time )


Now supports multi textures.(files will be added later this week.)






Here comes the source code to be embaressed about
Enjoy and let me know if you improve it
I want this to be an open source project for any agk user to have for there games.
With this do i mean i want your improvements not your games

First of all so is this an basic starter kit that is planned to grow.

And to be clear about it you are free to use it anyway you want.
But please give me some credit

You can download the zip file or cut and paste this!

-------------------------------------------------------------------
Jerico2day is storing and tracking all files here!
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http://darkbit.devstorm.co.uk/redmine/projects/raycast-pseudo3d

svn access
http://darkbit.devstorm.co.uk/redmine/svn/raycast-pseudo3d


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My updates.
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Latest files
0.3c
https://forumfiles.thegamecreators.com/download/2343575

Bugg fix 0.3b.
https://forumfiles.thegamecreators.com/download/2338234

0.3A (12-04-16) (is a typo on the zip file as this is 0.3A )
https://forumfiles.thegamecreators.com/download/2338142

0.2d
https://forumfiles.thegamecreators.com/download/2280270

0.2c
https://forumfiles.thegamecreators.com/download/2279187

Old files
0.2b
https://forumfiles.thegamecreators.com/download/2278887
0.2
https://forumfiles.thegamecreators.com/download/2278836




Old code.........

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Cliff Mellangard 3DEGS
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Posted: 31st Oct 2011 01:12 Edited at: 31st Oct 2011 01:24
Another picture!

Last fixes for today!

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Mobiius
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Posted: 31st Oct 2011 14:51
That is coolio! It's bringing modern PC graphics back to the 80's again!

I so want a piece of that action! lol

My signature is NOT a moderator plaything! Stop changing it!
Cliff Mellangard 3DEGS
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Posted: 31st Oct 2011 18:40 Edited at: 31st Oct 2011 18:45
Quote: "That is coolio! It's bringing modern PC graphics back to the 80's again!

I so want a piece of that action! lol"

No no early 90's
Couldt help my self after playing some alien breed 3d,gloom and fears on my amiga cd32 from 94.( Raycast engine games )

Its pretty crappy right now but with some work maybe?

Here is my dbp original!
http://forum.thegamecreators.com/?m=forum_view&t=182724&b=8
Cliff Mellangard 3DEGS
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Posted: 1st Nov 2011 23:35 Edited at: 1st Nov 2011 23:35
Textured walls makes it a bit better

Time to experiment with floor and ceiling textures

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Cliff Mellangard 3DEGS
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Posted: 2nd Nov 2011 00:41 Edited at: 2nd Nov 2011 00:42
Last update for today!

Experimented with my texture engine and it now supports any texture size.
This screen shoot have an texture with the size of 128x128 and 160 rays is casted.
Its still completely useless as its unoptimized and have draw buggs in the corners.

But could be good for somekind of dungeon master game?

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Mobiius
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Posted: 2nd Nov 2011 11:54
Very good work! Keep it up! I'd love to see a working wolfenstein game made with AppGameKit!

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Cliff Mellangard 3DEGS
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Posted: 2nd Nov 2011 17:52
Quote: "Very good work! Keep it up! I'd love to see a working wolfenstein game made with AppGameKit!"

I will do my best
Impetus73
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Posted: 2nd Nov 2011 19:02
I would kill (a bug) for the code!

----------------
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Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
DVader
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Posted: 2nd Nov 2011 19:53
Very nice. Too much maths for me I would imagine

Cliff Mellangard 3DEGS
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Posted: 2nd Nov 2011 21:56
Quote: "I would kill (a bug) for the code!"

The code will be released later on
I just want to smack some weird buggs first!
I have an crazy idea of making it open source because of my lack of time to work on it.
Quote: "Very nice. Too much maths for me I would imagine "

Extremely little math as iam a simple guy.
The only math is more or less player angle,world cordinates,and the ray angles and where they hit.

The way i texture it is extremely simple that i noticed worked just as good as math!

Get an grid x,y coord and then convert it to world cordinates(with the texture size).
Then remove the world cordinates to the left and above.
Then do you simply check if the hit whas either x = 1 or 128 and the same goes with the y cordinate.
( 128 is the texture size)
Because if the x check is true then is the y cordinate the sprite frame the column should use.
And the reversed on the 2 other faces.
The screen columns that give the 3d illusion is simply sprites with animation frames,that get stretched according to distance on there height.

But keep in mind that this one so far only displays squared walls!

I have some huge ideas for making this simple and easy to understand for anyone.

If you want to help out on the engine so be patient so will i try to release the source step by step when i improve it.

Because i want as much feedback as possible on how to improve it and other ideas to make it simple!

My first dbp engine did i do to much by my self and got stuck!
bitJericho
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Posted: 3rd Nov 2011 18:00
Cliff, you should look into setting up a project on sourceforge: http://sourceforge.net/

Then you can update your code by committing with tortoisesvn.

Here's a crash course on doing such a thing:
http://www.comp.nus.edu.sg/~cs3215/tools/svn.html

If you need help with that, hook me up on email. While it might be a headache to setup, it could save you time in the future and could allow dudes like me to use your code and integrate future updates, and submit my own patches to you.


Cliff Mellangard 3DEGS
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Posted: 3rd Nov 2011 18:18 Edited at: 3rd Nov 2011 18:22
Thanks jerico i will check it out later on!

But thats for the future as i noticed some huge drawbacks that crashed the free texture size engine
And it uses huge amounts of framerates ?
I also forgot about the dual 2d cordinates
Have to rewrite some things with the world to screen command and se if it helps.

Iam a bit confused as i now have to use some very weird settings and scales to get it to look as normal as possible?


Cheers.

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Cliff Mellangard 3DEGS
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Posted: 4th Nov 2011 00:54 Edited at: 4th Nov 2011 00:57
First day of optimising the raycast code
But the textures seams a bit blurrier now ?

The first solution whas really simple as i now get the first hit detection with an fast ray, and if it registers an hit so do i backtrack slowly to get smooth walls.

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JRNTexas
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Posted: 4th Nov 2011 04:50
This looks pretty good! How fast is it?
Cliff Mellangard 3DEGS
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Posted: 4th Nov 2011 16:33
Quote: "This looks pretty good! How fast is it? "

I will release the first playable beta to get some feedback on the speed this weekend.
I went from 25 fps to 132 with the latest changes.

But it differs if you watch down an long wide corridor so can it drop down to 30-40 ,and up close to an wall so do you get around 250-300 fps.
the ray moves with an speed of 0.03 that eats alot of fps.
If its any faster so do you get chunky walls.

But i have only worked 5 days on it

If you think of it so does never wolfenstein have any long wide corridors but many corners on its maps.
This raycast engine have its limitations !

When this is done so will i try to make it faster with linecast or something?

I have the weekend to work some more on it
kaband
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Posted: 4th Nov 2011 22:57
Wow, this is so cool. Really nice work man. Can't wait to play with it.
Cliff Mellangard 3DEGS
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Posted: 5th Nov 2011 13:34 Edited at: 5th Nov 2011 13:34
Quote: "Wow, this is so cool. Really nice work man. Can't wait to play with it. "

Thanks.

Latest update with the floor!
Its currently slow as hell.
But is getting there.

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Impetus73
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Posted: 5th Nov 2011 16:33
Could you post a video of it? so we get the feel of the thing?

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Did Amiga / AMOS programming in the 90's, just started programming again with AGK.
Cliff Mellangard 3DEGS
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Posted: 5th Nov 2011 18:40 Edited at: 5th Nov 2011 21:16
I will release something playable tomorrow
Because i nead feedback on speed from you guys!

Hopefully will i solve the floor issues by then?
Wich in that turn solves the ceiling also

Edited..........
Added an screenie to show the crazy amount of sprites neaded to do the floor

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Cliff Mellangard 3DEGS
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Posted: 5th Nov 2011 21:43 Edited at: 5th Nov 2011 21:49
This is only for them that want to test the progress as its full of buggs and early in progress.
I know about the corner bugg and that the columns seams to wave some times.( iam doing something wrong with the positioning? )
Its very slow as agk seams to slow down if you create more then 15 000 sprites,even if they are not on screen all the time?

tab new random map.
space turns on and off the floor. ( Still not textured )

There is no source included in this as its a mess so far.

Edited....
One solution is to shrink the amount of rays but that makes it chunky.

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bitJericho
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Posted: 6th Nov 2011 03:27 Edited at: 6th Nov 2011 03:28
Solid 60fps for me, without the floor. 40fps as a low with the floor. I have a gtx260 and core 2 duo. It seems like you're making all kinds of sprites for the floor and calculating where walls are for it. What if you just render the floor first, then you don't really have to worry about culling it.


The Zoq2
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Posted: 6th Nov 2011 10:14
Great work, 120 fps without floor 70 with floor on a GTX 550 Ti

Srry about my english im from sweeden
Cliff Mellangard 3DEGS
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Posted: 6th Nov 2011 11:40
Iam currently rewritting the whole raycasting system again.
I didt think it would be this much problems
I couldt use much from my dbp version and have to rewrite alot of it.

Quote: "Solid 60fps for me, without the floor. 40fps as a low with the floor. I have a gtx260 and core 2 duo. It seems like you're making all kinds of sprites for the floor and calculating where walls are for it. What if you just render the floor first, then you don't really have to worry about culling it."

Iam actually doing the walls first and then draws the floor where the walls reaches the floor
By doing it this way so do i not nead to place so many sprites for the floor.
If i do the floor first so will it use huge amounts of sprites all the time.
Now is the floor routine inside the wall loop and uses very little lines of code,because i use the same hit cordinate for the floor and walls.
But thanks for the feedback and trying it

Quote: "Great work, 120 fps without floor 70 with floor on a GTX 550 Ti"

Thanks for testing it
You must have an fast computer
JimHawkins
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Posted: 6th Nov 2011 13:33
Phenom II x4 810:

between 200 and 350 fps with no floor
between 48 and 90 with floor

There HAS to be a less intensive way of doing floors!

-- Jim
Cliff Mellangard 3DEGS
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Posted: 6th Nov 2011 14:10
Quote: "There HAS to be a less intensive way of doing floors!"

Its the huge amount of sprites neaded that messes it up!
And that i havent solved the issues in agk to get the right texture pixel from an casted ray
Its the only way if you want various heights later on !
Then do you nead to draw the floor pixel by pixel
bitJericho
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Posted: 6th Nov 2011 14:16 Edited at: 6th Nov 2011 14:17
Perhaps you can optimize and only do individual sprites when there are floor changes nearby.


Cliff Mellangard 3DEGS
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Posted: 6th Nov 2011 15:32 Edited at: 6th Nov 2011 15:33
Quote: "Perhaps you can optimize and only do individual sprites when there are floor changes nearby."

I will try anything later on to speed things up!

But now do i only have to get the texture right on the floor

Agk dont support the amount of frames that i nead to do an 128x128 texture on the floor
So i use an 32x32 for the floor that i belive screws much of it up.
This is wath i have for the floor so far
And i have worked on it whole weekend

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Cliff Mellangard 3DEGS
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Posted: 6th Nov 2011 21:39 Edited at: 6th Nov 2011 21:40
Ok are wrapping things together for the first release of the source!
I removed the floor code as it sucked
So please give feedback and improvements on the raycaster
If anyone start working on any specific tasks like floor renderer or sprites let us know in this thread,and post your snippets to be added

A screenie while i put the files together and remove junk code.

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Cliff Mellangard 3DEGS
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Posted: 6th Nov 2011 21:58 Edited at: 6th Nov 2011 21:59
Here comes the source code to be embaressed about
Enjoy and let me know if you improve it
I want this to be an open source project for any agk user to have for there games.
With this do i mean i want your improvements not your games

First of all so is this an basic starter kit that is planned to grow.

And to be clear about it you are free to use it anyway you want.
But please give me some credit

You can download the zip file or cut and paste this!

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Cliff Mellangard 3DEGS
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Posted: 7th Nov 2011 00:24 Edited at: 7th Nov 2011 00:28
Made an small update to show how you add more textures on the walls

I will try to update it some more tomorrow!

Simply cut and paste this inside the main file instead
I tryed to make it clear waths new?




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bitJericho
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Posted: 7th Nov 2011 00:24
Ohh I'm gonna study this one. This might get me to actually buy AppGameKit, cuz it's brought up so many ideas for me

Just for clarification, is this public domain or what under what terms can we use this?


Cliff Mellangard 3DEGS
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Posted: 7th Nov 2011 00:27 Edited at: 7th Nov 2011 00:38
Quote: "Just for clarification, is this public domain or what under what terms can we use this?"

Use it anyway you want

But i would love if you help out on improving it

My plan is to make an as complete raycast engine as possible for anyone to use.

The only thing i want is that you tell me wath you do with it and show me
To motivate me

Edited..........
I zipped together the latest build with exe and all neaded agk files here.

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C0wbox
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Posted: 7th Nov 2011 13:21 Edited at: 7th Nov 2011 13:21
Hey Cliff, remember me ?

I thought I'd point out that by using vector intersection (i.e. not an iterative for-loop) you could actually achieve an engine similar to a flattened Doom with this, where walls can be at any angle.

I had done quite a bit of work on my engine since your first WIP in DBP on this engine and managed to get sprites working in a simple for-loop renderer.

I haven't actually tried vector intersection for the rays but I imagine it would work much faster than the methods being applied at the moment. (For example you wouldn't have to backtrack the rays (something I never even considered doing) and all the rays would take the same amount of time (so there'd be no obvious FPS slowdown/increase at various angles).)

When I get back from uni today I will have a go at converting this into a vector intersection engine and show you the code. (Bare in mind it will be in Java but I will document it and the actual program logic should be about the same.)

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Cliff Mellangard 3DEGS
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Posted: 7th Nov 2011 18:12
Quote: "Hey Cliff, remember me"

NO?
Who are you?



Yust kidding
Of course i remember you

Quote: "vector intersection "

I dont know how that works at all?
I dont know if its do able in agk?
I missed alot of commands in agk and did the best i could with wath it have


Quote: "For example you wouldn't have to backtrack the rays "

Iam forced to do it when using faster rays

Iam waiting so show me the code
You know that i love feedback
C0wbox
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Posted: 7th Nov 2011 21:35
Ok I got a bit ahead of myself there. - I've got a test tomorrow I need to revise for so I can't quite convert it now.

But the general idea doesn't require much more than simple maths. (You don't even need the language to implement vector constructs to get it working.)

It's almost certainly doable in AppGameKit and I will attempt to provide you with some DBP/Java/pseudo-code on the matter tomorrow.

Cliff Mellangard 3DEGS
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Posted: 7th Nov 2011 21:55
Quote: "Ok I got a bit ahead of myself there. - I've got a test tomorrow I need to revise for so I can't quite convert it now.

But the general idea doesn't require much more than simple maths. (You don't even need the language to implement vector constructs to get it working.)

It's almost certainly doable in AppGameKit and I will attempt to provide you with some DBP/Java/pseudo-code on the matter tomorrow."

Thats ok
I have actually speeded up the raycaster a bit after work

It dropped sometimes down to 28 fps for me before and never dropps under 60 now

And it whas really simple

i replaced this !

while target=0
move# = move#+0.03
newX = player.x + ( cosAng# * move#)
newY = player.y + ( sinAng# * move#)
target=1

wall_ID=map [newX,newY]

select ( map [newX,newY] )
case 0:
target = 0
endcase
endselect
if move#>View_Distance
target=1
Out_of_range=1
endif
endwhile

With this!

while target=0
move# = move#+0.03
newX = player.x + ( cosAng# * move#)
newY = player.y + ( sinAng# * move#)
target = map [newX,newY]
endwhile
wall_ID = target


And replaced this!

while target=0
move#=move#-0.01
newX = player.x + ( cosAng# * move#)
newY = player.y + ( sinAng# * move#)
if newX<0 then newX=0
if newY<0 then newY=0
select ( map [newX,newY] )
case 0:
target=1
newX# = (player.x + ( cosAng# * move#))
newY# = (player.y + ( sinAng# * move#))
Ray[i].x = newX#*32
Ray[i].y = newY#*32
endcase
endselect

endwhile

With this!

while target>0
move#=move#-0.01
newX = player.x + ( cosAng# * move#)
newY = player.y + ( sinAng# * move#)
target=map [newX,newY]
endwhile

newX# = (player.x + ( cosAng# * move#))
newY# = (player.y + ( sinAng# * move#))
Ray[i].x = newX#*32
Ray[i].y = newY#*32

So simple and so much faster

Going to check for some more mistakes now and maybe release version 0.2c tomorrow that is alot faster

Cheers.
Cliff Mellangard 3DEGS
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Posted: 7th Nov 2011 23:15
Latest release of files that is alot faster then the old one!

Could anyone test it and tell me wath framerate you get?
And wath system you use!
It never drops under 60 fps for me now.

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3d point in space
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Posted: 8th Nov 2011 00:07
i get a scipt out of bounds 253, something simular to this. Get this when i go to the lower right side of the map.

Go through yourself at a wall.
bitJericho
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Posted: 8th Nov 2011 00:34
Doesn't go under 60 for me. Looks like you removed the floor rendering though?


Mobiius
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Posted: 8th Nov 2011 01:20
Oh sweet sweet nostalgia! lol

I get between 39 and 105 fps on my 'geet old' dell.

My signature is NOT a moderator plaything! Stop changing it!
Cliff Mellangard 3DEGS
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Posted: 8th Nov 2011 06:34
Quote: "i get a scipt out of bounds 253, something simular to this. Get this when i go to the lower right side of the map."


The whole raycasting is checked towards an array i convert to an grid map.
I havent simply stopped you from going out of bounds.

Quote: "Doesn't go under 60 for me. Looks like you removed the floor rendering though?"

Yes but it didt work at all when trying to texture it
I will have to work on the floor later on.

Quote: "Oh sweet sweet nostalgia! lol

I get between 39 and 105 fps on my 'geet old' dell."


Wath cpu does it have?
Viceroy
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Posted: 8th Nov 2011 08:41
lowest: 100 fps (most walls to render)
highest: 540 fps (against single wall)
i7 x940, gtx 460

note: i also get index out of bounds on line 253
Cliff Mellangard 3DEGS
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Posted: 8th Nov 2011 17:13
Quote: "note: i also get index out of bounds on line 253 "


I will make an simple solid border around the map so will this not happen.
Its the array i use for the map and raycaster that get out of bounds when you go off the map.

Thanks for the feedback to you all
I have some more ideas to make it faster i will try today!
I also have to implement the sprite engine for barrels and lights like the old wolfenstein


And also an note to anyone that is going to test the source on any other device then a pc or mac.

So will you have to change the controls as they use raw commands.
And make sure the virtual resolution is set to 640x480.
I forgott to do it in the first releases.

If anyone tests the source on android,iphone or bada etc.
Let me know how it works with framerate and all.
If you nead help with doing it so let me know so will i try to make an version that works that could be tested.

I only have an android 2.2 phone and cant test it on anything else then windows 7 on an pc
Mobiius
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Posted: 8th Nov 2011 19:29
Quote: "What cpu does it have?"

Turns out it wasn't as poo as I thought!

Pentium 4 3GHz, with 2Gb ram.

My signature is NOT a moderator plaything! Stop changing it!
Cliff Mellangard 3DEGS
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Posted: 8th Nov 2011 21:45
Quote: "Turns out it wasn't as poo as I thought!

Pentium 4 3GHz, with 2Gb ram."

Must be your grafix card?

I have an 2.13 dual core 4 gb ram and an intel hd grafix card,and it never dropps under 60 fps.

But this is really good to know as there is something wrong in the code?
Its feedback like this i want
Cliff Mellangard 3DEGS
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Posted: 9th Nov 2011 10:57 Edited at: 9th Nov 2011 10:58
Are sick and home from work today
So i added multi textures to the walls and that means each face can have its own texture
Could be usefull for other stuff too as it now detect wath face the ray hits.
I will upload the latest files when i have added some more stuff at the end of this week.
If anyone wants the current changes earlier so let me know so will i upload them sooner.

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Mobiius
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Posted: 9th Nov 2011 12:58
Quote: "Must be your grafix card?"

Yep, very poor, onboard intel thing.

But the CPU is a lot better than I was expecting!

My signature is NOT a moderator plaything! Stop changing it!
Cliff Mellangard 3DEGS
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Posted: 9th Nov 2011 13:42 Edited at: 9th Nov 2011 13:45
Quote: "Yep, very poor, onboard intel thing.

But the CPU is a lot better than I was expecting!"

Could you please test on this computer later on also?
Could be an good benchmark for me

I found another mistake today also that slowed down the code
So silly that iam embarressed
I forgot to position the viewing plan a few steps in front of the player.
So made a whole lot of ray checks that whasent neaded

The increase is not that huge and only 5 fps but everything counts.

This article reminded me

http://web.archive.org/web/20070101034811/http://student.kuleuven.be/~m0216922/CG/raycasting.html
Mobiius
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Posted: 9th Nov 2011 15:16
Quote: "Could you please test on this computer later on also?
Could be an good benchmark for me "


It's the one I did run it on?

My signature is NOT a moderator plaything! Stop changing it!

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