Raycasting graphics
Author |
Message |
metachief

|
Posted: Fri Oct 10, 2008 12:41 am Post subject: Raycasting graphics |
|
|
In my raycasting program, Iv'e been trying to make my walls look more detailed, but I came to the conclusion that the only way to do that is to project it on a smaller screen size. Look at the picture to know what I mean by undetailed.
Description: |
|
Filesize: |
840.05 KB |
Viewed: |
155 Time(s) |

|
|
|
|
|
|
 |
Sponsor Sponsor

|
|
 |
HellblazerX

|
Posted: Fri Oct 10, 2008 9:54 am Post subject: RE:Raycasting graphics |
|
|
Just a question: how are you determining the angles of the rays of which to use?
|
|
|
|
|
 |
CodeMonkey2000
|
Posted: Fri Oct 10, 2008 10:00 am Post subject: RE:Raycasting graphics |
|
|
You could also project more rays. Each line represents one ray, the more rays you have, the more detailed look you get.
|
|
|
|
|
 |
metachief

|
Posted: Fri Oct 10, 2008 10:46 am Post subject: RE:Raycasting graphics |
|
|
Ok. I'll try that. Thanks.
|
|
|
|
|
 |
SNIPERDUDE

|
Posted: Sat Oct 11, 2008 7:26 am Post subject: RE:Raycasting graphics |
|
|
Cool, you fixed the colour problem.
So what are you turning your raycasting programme into?
A maze? A shooter?
|
|
|
|
|
 |
metachief

|
Posted: Sat Oct 11, 2008 11:46 am Post subject: RE:Raycasting graphics |
|
|
It's definately going to be a shooter, but it is very hard to find descent sprites for it. I found some cs weapon sets, but they are tiny compared to what I want my screen size to be. If you find any sprites valid for a screen 640 by 448 pixel, please tell me about it. And thanks again for the help on the shadowing problem.
|
|
|
|
|
 |
SNIPERDUDE

|
Posted: Sun Oct 12, 2008 2:49 pm Post subject: RE:Raycasting graphics |
|
|
No problem, I'm working on upgrading my shooter.
It's going to be pretty intense, I've spent alot of time developing on paper and coding to make it as advanced as I can (to my abilities, or Turing's rather) - from SWAT AI to 3D particle engines for effects.
I'm not too sure what to do for players either, sprites would still make it seem like there is no depth (because my bots move around the map like any normal player). I'm probably going to do what I did last time, use a shaded floating orb for players. Coloured to their team colour. At least the shaded part will make it seem more three dimensional than a sprite that always faces you.
And once again, good luck with yours. I'll post some when I have enough to.
|
|
|
|
|
 |
|
|