[A83] Re: Raycaster


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[A83] Re: Raycaster




the reason it slows is not the running time of the algorithm.  It is the 
time it takes to write the graph buffer to the screen.  Since the display 
is the bottleneck, when more stuff is written to it it is going to be 
slower.  ie. getting close to a wall.

-harper

At 08:25 AM 3/19/01 -0500, you wrote:

>     The framerate should get faster as you approach a wall.  There are two
>algorithms you can use for a raycaster.(for a simple one anyway)  One is much
>faster than the other.  I think that it is possible to make on the TI-83, but
>I am not sure how well the display would be since you are limited to either
>black or white.
>
>-Brian
>
>In a message dated 2/24/01 4:43:26 AM Pacific Standard Time,
>dsfs98@concepts.nl writes:
>
><< Hello everyone,
>
>  I'm interested in writing or adapting a raycaster for the TI83. Since
>  Defiance, Maze3D and of course Daedalus are very nice pieces of code and run
>  at an acceptable FPS, I think it should be possible to port one to the 83(+
>  anyone?). I've discovered however, that, unlike PC games, TI83 games drop
>  the framerate when you get up-close to a wall. Even Defiance (82) with it's
>  pseudo 3D engine has this thing. What can you do about it? >>





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