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Re: Raycasting 3D demo disk



David Schmenk wrote:
> aiiadict@gmail.com wrote:
> >
> >   ideas:
> >
> > 1) half height textures, so you could have tables, countertops, sinks,
> > etc.  they are only 8 cells high, so you can see over the top of them
> >
> > 2) a "see through" color...  so you could see through windows into
> > other rooms..  use one of the colors that are most like another..
> >
> > 3)an "outside" mode..  where you could draw buildings, and they
> > don't stop at the ceiling, instead they copy the texture to the
> > next block up, on top of the first tex
> >
> > 4) allow different tex to be exits..  so you could have an "EXIT"
> > door, as well as "stairs"...  when you go up to them, they
> > RTS to basic..  then basic could look at the coordinates of
> > the player, and decide where the door or stairs lead.
> >
> > Rich
> >
>
> Ah, now you've come to the limitations of the 2 1/2 D raycasting and
> entered the world of much more sophisticated raycasting.  This is the
> jump John Carmack made from Wolfenstein 3D to Doom.  And the appropriate
> jump in processing power to pull it off.  My demo, and Wolf3D, only cast
> rays in 2D.  There is no concept of height or transparency, only
> collisions and distance.



would #3 work?  draw the ceiling, THEN copy already drawn texture
to top of the current one?  so the next level up is always the same
as the one below it?


>
> As for your suggestions #4, I thought of elevator doors that could take
> you to the next and previous levels, but the idea is the same. You will
> see that in the real version.

elevator, stairs..  both work..  it could be just a pit to jump down
:-)
it would be cool if more than 1 texture would return to BASIC.. so
there
could be a door next to an elevator..  the door exits to the next map,
the elevator exits to the next floor..


>
> BTW, I have made a decision to change the tools I use to build with.
> Originally I was going to keep it all self-hosted on an Apple II using
> Merlin.  This demo pretty much maxed out my patience with that approach.
>   I actually had to delete some comments in order to build the object
> file without running out of memory.  I would have to resort to disk
> swapping the source to build anything bigger.  Not gonna happen.  So I'm
> switching to the cc65 assembler/linker tools and build under OS X.  I
> might put a disk image with the current source and tools I used for the
> demo out there if there was any interest.


waves hands in air..  "me! please send it to me"

you'll get your code to assemble in seconds instead of minutes with
the CC65 setup..

you could also use an emulator with your favorite assembler..  I've
assembled
programs up to 10k with Merlin8

Rich