Raycasting woes :-(
Hey all,
Basically, i'm in the process of writing a raycaster (NOT tracer, caster as in like Wolf3d) but i'm having real problems getting it to work properly (i'm having problems with tan and my angles i think...). I've rewritten it twice, and this time i'm doing much better than before, using look up tables and much neater functions, but i'm still having major problems, although I think my horizontal / vertical intersection checking routines are pretty much fine... Basically, has anyone here ever written a simple raycaster, *preferably* in DOS, compiling under DJGPP and using the Allegro library... and I mean really simple... the one i've done is only about 350 lines, and I know that's enough because it's all implemented... No textures or anything, just drawing a line for a column when needed... I'm getting really pissed off now, it's holding me up
Anyway, if you have, and want to send it to me, reply, email or icq me (ICQ preferably)... I just want to see where i'm going wrong !
Cheers all
Nick - Head Designer, Llamasoft.net
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Llamasoft.net
Games, goodies and ingenuity
Edited by - Llamasoft.net on 9/19/00 3:11:23 PM
Nick - Head Designer, Llamasoft.net--Visit our website...Llamasoft.netGames, goodies and ingenuity
Hey, Nick!
I''ve got a raycaster I wrote awhile back that textures the walls. The module was written for Microsoft C, and uses the inline assembler, but that''s mainly for the wall scalers. If you just need to see how a working raycast function works, this might serve (although it is very sloppy).
The module won''t compile because it requires other libraries and anyway it uses my own level format...
If you''d like it anyway, say so!
(You can see screenshots at my website.)
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