____________ /\_ _\__ _ _\RayShade: Shadow Mapping Squared \/_/\ \/_/\\/ by Eric Kittlaus (aka Cangor) \ \ \ \ \\ www.blueblazegames.tk \ \ \ \_\\__ blueblazegames@gmail.com \ \_\/\____\Tuesday, August 16th, 2005 \/_/\/____/for the TI-83+/SE #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# *------------------------------------------------------------------* *----------------------------Contents:-----------------------------* *------------------------------------------------------------------* #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# 1. Introduction 2. Features and Limitations 3. Legal #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# *------------------------------------------------------------------* *1.--------------------------Introduction:-------------------------* *------------------------------------------------------------------* #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# Current Size: RayShade RAYSHADE.8xp 333 bytes RayBeam Engine RAYBE.8xp 137 bytes RayShadow Engine RAYSE.8xp 128 bytes Total: Uh... let me go get my calculator... let's see... 598 bytes... Rayshade is a top-down shadow mapper for your TI calculator. It casts rays using a completely rewritten line routine, and is an interesting morsel of new technology. Sadly, *sniff,* with said program, as with all new software, it runs slow on old systems. As the TI-83+ has been out for many years without any revision, this program is rather slow. Anyway, download RayShade, mortal, and watch as it devours your system resources. In other words, Rayshade is a top-down shadow mapper for your TI calculator. It creates odd looking images while wasting more of your time than one of those catchy guess-the-number games. It is very slow due to the fact that it uses a rewritten line routine. This routine uses the native pxl screen coordinates to create lines and must preform shadow mapping checks. Upload it, try it, mutilate it. #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# *------------------------------------------------------------------* *2.-------------------Features and Limitations---------------------* *------------------------------------------------------------------* #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# Features: -Two Shadow Mapping Modes ---RayShadow (Shadow Mapper - each pixel hit with ray casts shadow) ---RayBeam (RayTracer - Rays sent out from starburst die when hit pixels) -Uses main prgm to control both. How to use RayShade: 1. Draw a picture on the screen, preferably around the outer edges. 2. Start up RayShade. 3. Choose a mode. 3.1.1. Input X Coordinate of origin. This is in pxl coordinates, the same kind you use for text on the graph screen. Center is 31. 3.1.2. Same for Y. Center is 47. 3.1.3. Input the number of rays per quadrant. I reccomend 30-50. 3.1.4. Wait... 3.1.1. Input the minimum distance. Anything within this distance is not solid against rays. I reccomend you use the formula .5X+1, where X is the number of rays/quadrant. 3.2.2. Input X Coordinate of origin. This is in pxl coordinates, the same kind you use for text on the graph screen. Center is 31. 3.2.3. Same for Y. Center is 47. 3.2.4. Input the number of rays per quadrant. I reccomend 30, but in RayBeam mode you may only get 10 or 15 because the beams tend to collide with each other. This is why there is a minimum distance for collision. 3.2.5. Wait... #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# *------------------------------------------------------------------* *3.------------------------------Legal:----------------------------* *------------------------------------------------------------------* #||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||# I AM NOT RESPONSIBLE FOR ANY DAMAGE THIS MAY CAUSE TO YOUR CALCULATOR!!!! Also, If you use this, please give me credit. If you find it useful, rate it or write a review. If you find it completely worthless, don't take it out on me.