Ray casting on turbo R

Ray casting on turbo R

by wolf_ on 24-12-2011, 12:36
제목: Development
태그: 3D
언어 설정:

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

댓글 (21)

By Maggoo

Paragon (1217)

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24-12-2011, 13:37

This is simply awesome ! Santa

By ARTRAG

Enlighted (6933)

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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.

 

By Oscar

Guardian (584)

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24-12-2011, 17:24

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

By Latok

msx guru (3928)

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26-12-2011, 03:31

Looks so great!

By Gakubuchi

Expert (100)

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27-12-2011, 10:08

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

By Sonic_aka_T

Enlighted (4130)

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02-01-2012, 21:27

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

By ARTRAG

Enlighted (6933)

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06-01-2012, 13:17

By Latok

msx guru (3928)

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06-01-2012, 21:59

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

By Maggoo

Paragon (1217)

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06-01-2012, 22:13

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

By ARTRAG

Enlighted (6933)

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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

 

 

 

By Latok

msx guru (3928)

Latok의 아바타

07-01-2012, 10:54

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

By ARTRAG

Enlighted (6933)

ARTRAG의 아바타

07-01-2012, 15:12

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

 

By Latok

msx guru (3928)

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07-01-2012, 20:29

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

By ARTRAG

Enlighted (6933)

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07-01-2012, 23:05

we will see...

By Sarcasmic

Master (149)

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10-01-2012, 17:57

Nice suprise!! great work Smile

By ARTRAG

Enlighted (6933)

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24-12-2013, 17:52

By Manuel

Ascended (19308)

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24-12-2013, 20:23

What's new ARTRAG?

By ARTRAG

Enlighted (6933)

ARTRAG의 아바타

24-12-2013, 22:43

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

By Manuel

Ascended (19308)

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25-12-2013, 08:57

OK, but nothing beats that demo with the robots Smile

By Daemos

Prophet (2051)

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24-12-2014, 23:49

Is this awesome project still going on?

By ARTRAG

Enlighted (6933)

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25-12-2014, 13:11

Not really sorry