Re: A85: Re: Re: Re: Re: Raycasting


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Re: A85: Re: Re: Re: Re: Raycasting





I know this was an OLD message, but Ive been under a rock(programming and new
job aquisition) for the last few months

I was wondering if you would send me the source for your TI-Basic ray-casting
engine.... Im kinda interested in building a simple wire-frame, ray-caster. Then
work from their on how much  I can push the system before fps drops below
usability.

Steve Ranck wrote:

> Cool. I made a partially working raycasting engine in TI-Basic this weekend.
> It for some reason isn't drawing vertical walls right, but it does draw
> horizontal walls correctly. It would kick @$$ in asm.
> Steve Ranck
> psufreak@mindless.com
>
> -----Original Message-----
> From: David Whittaker <tubadave@sonet.net>
> To: assembly-85@lists.ticalc.org <assembly-85@lists.ticalc.org>
> Date: Tuesday, September 15, 1998 7:26 PM
> Subject: A85: Re: Re: Re: Raycasting
>
> >
> >Actually, I was thinking about making any 3-dimensional driver. I had
> >originally thought I should use the old matrix multiplication method,
> >because that seems to be the most optimal way, but if I find enough other
> >methods that will only raise my grade on the project.  In other words,
> >sure, I'd love to help as much as I can.
> >
> >Dave
> >
> >---------------------------------
> >"DoN't caLL Me CraZy.  OvEr 75% oF my PeRSonAliTies arE SANe."
> >-my psychyatrist
> >
> >----------
> >> From: Steve Ranck <psufreak@mindless.com>
> >> To: assembly-85@lists.ticalc.org
> >> Subject: A85: Re: Re: Raycasting
> >> Date: Tuesday, September 15, 1998 12:56 PM
> >>
> >>
> >> Does that mean you're interested in creating a wire frame raycasting
> >engine
> >> for the 85? Anyway here's the url for anybody interested:
> >> http://www.ben2.ucla.edu/~permadi/raycast/raycidx.html
> >>
> >> If that link doesn't work, let me know, but it should. It is a very good
> >> site, and it discusses no implementation, all algorithms so it can be
> >> applied to anything.
> >> Steve
> >> psufreak@mindless.com
> >>


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