Ray casting on turbo R

Ray casting on turbo R

par wolf_ on 24-12-2011, 12:36
Sujet: Development
Étiquettes: 3D
Langues:

The obvious new bit in this demonstration is the walking robot in the maze. Now the code and data fit in 45K. Work needs to be done on mapper support in order to add animations (walking), and other textures. Also a simple AI is in development. How far could this concept be stretched? Would a 1chipMSX with a boosted Z80 and a Graphics9000 in one of its slots make this new effort shine like it should? Thrill and excitement await us! Now, where to find a gun to blow that piece o' walking rust to bits..

Relevant link: Ray casting demonstration

Commentaires (21)

Par Maggoo

Paragon (1195)

Portrait de Maggoo

24-12-2011, 13:37

This is simply awesome ! Santa

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

24-12-2011, 14:36

Thanks, credits have to go also (and mainly) to Wouter, who moved to asm the critical parts of the engine

PS
Obviously the answer to the emphatic question from wolf_ about 1chip and the rest is no. The code is for r800 and v9938, nothing more, nothing less.

 

Par Oscar

Guardian (567)

Portrait de Oscar

24-12-2011, 17:24

Awesome! A game with this engine could be very cool!

Par Latok

msx guru (3671)

Portrait de Latok

26-12-2011, 03:31

Looks so great!

Par Gakubuchi

Expert (90)

Portrait de Gakubuchi

27-12-2011, 10:08

Impressive! Wolfenstein 3D is coming to the MSX? Smile
Great work Artrag and Wouter!

Par Sonic_aka_T

Enlighted (4130)

Portrait de Sonic_aka_T

02-01-2012, 21:27

Wow! Just wow! That is seriously impressive on so many levels... Kudos to you good sir! Cool

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

06-01-2012, 13:17

Par Latok

msx guru (3671)

Portrait de Latok

06-01-2012, 21:59

ARTRAG, MORE than amazing!!!!!!!!!!!

Par Maggoo

Paragon (1195)

Portrait de Maggoo

06-01-2012, 22:13

This keeps getting better and better, I can't beleive this runs on a MSX !

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

06-01-2012, 23:35

Now walking animation takes 4 frames, there is an extra frame for standing still, so we have 5 poses. Each pose has 8 directions of view, giving thus 40 frames for the sole enemy robot.
Add 4 frames for pillars and columns and you get 44 frames in total that fill about 64K of RLE data (4 ram segments).
The textures for walls now are 9, that with the shadowing become 18, and fill about 32K of RLE data (2 ram segments).

This means that without loading, with a 256K msx turbo R, it is reasonable to have up to 3 animated enemies, about 12 items and 18 textures.
Wink

[edit]
in the video the walking robot is at 1:25

 

 

 

Par Latok

msx guru (3671)

Portrait de Latok

07-01-2012, 10:54

ARTRAG, is this concept eventually suppose to work on a 256k turboR or a 512k turboR?

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

07-01-2012, 15:12

IMHO it is better to aim to 256K, but there is nothing decided ATM 
 

 

Par Latok

msx guru (3671)

Portrait de Latok

07-01-2012, 20:29

I think there are very few 256k turbor users..........

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

07-01-2012, 23:05

we will see...

Par Sarcasmic

Master (149)

Portrait de Sarcasmic

10-01-2012, 17:57

Nice suprise!! great work Smile

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

24-12-2013, 17:52

Par Manuel

Ascended (15686)

Portrait de Manuel

24-12-2013, 20:23

What's new ARTRAG?

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

24-12-2013, 22:43

The screen 8 rom was missing in the repository but all files are from the old work

Par Manuel

Ascended (15686)

Portrait de Manuel

25-12-2013, 08:57

OK, but nothing beats that demo with the robots Smile

Par Daemos

Paragon (1670)

Portrait de Daemos

24-12-2014, 23:49

Is this awesome project still going on?

Par ARTRAG

Enlighted (6234)

Portrait de ARTRAG

25-12-2014, 13:11

Not really sorry