Re: [pygame] Raycaster Demo

2006-12-06 Thread Lenard Lindstrom
On 6 Dec 2006 at 11:01, Kris Schnee wrote: > On a whim, since we're talking about graphics engines and I hear someone > else is doing one, I put together a super-simple raycasting engine > during class this morning. I call it "Tachikoma," having just rented > "Ghost In the Shell: Stand-Alone Co

Re: [pygame] Raycaster Demo

2006-12-06 Thread Farai Aschwanden
Erm, you hit the the black in the middle. I always read "Raytracing" and was a bit confused about the visual output of Kris little project (really unlike Raytracing o.o ) I didnt know Raycasting yet and will read the link you sent next days. As far as I overlooked it yet its really a comple

Re: [pygame] Raycaster Demo

2006-12-06 Thread Luke Paireepinart
Farai Aschwanden wrote: Im sorry, was a quickshot of mine. I just saw the textoutput "cycle" and the walls looked to me like this. I wanted to check it later on, what Luke did now. Luke: Tnx for the link with the good Raytrace tutorial. Farai: " Raycasting is not the same as raytracing! Rayc

Re: [pygame] Raycaster Demo

2006-12-06 Thread Farai Aschwanden
Im sorry, was a quickshot of mine. I just saw the textoutput "cycle" and the walls looked to me like this. I wanted to check it later on, what Luke did now. Luke: Tnx for the link with the good Raytrace tutorial. Farai Am 06.12.2006 um 22:19 schrieb Kris Schnee: Farai Aschwanden wrote: H

Re: [pygame] Raycaster Demo

2006-12-06 Thread Luke Paireepinart
But that didn't work either. I suspect the relationship between apparent size and distance is nonlinear, but don't know what it is. It's not like I seriously plan to develop this "engine," but if anybody knows the magic equation, this project could be a fun little thing to put in the Cookbook

Re: [pygame] Raycaster Demo

2006-12-06 Thread Kris Schnee
Farai Aschwanden wrote: Hi Its as small as impressive. You are using circles for the walls and wondering why you get the fish eye view? I assume the block would look better if you use rectangles. Thanks, I think, but the only circle in there is the one used on the "map" to mark the player's

Re: [pygame] Raycaster Demo

2006-12-06 Thread Luke Paireepinart
Farai Aschwanden wrote: Hi Its as small as impressive. You are using circles for the walls and wondering why you get the fish eye view? I assume the block would look better if you use rectangles. Farai: Kris is not using circles for his walls, he's using rectangles. You can see that from the

Re: [pygame] Raycaster Demo

2006-12-06 Thread Farai Aschwanden
Hi Its as small as impressive. You are using circles for the walls and wondering why you get the fish eye view? I assume the block would look better if you use rectangles. Just my 2 cents Farai Am 06.12.2006 um 17:01 schrieb Kris Schnee: On a whim, since we're talking about graphics engin

[pygame] Raycaster Demo

2006-12-06 Thread Kris Schnee
On a whim, since we're talking about graphics engines and I hear someone else is doing one, I put together a super-simple raycasting engine during class this morning. I call it "Tachikoma," having just rented "Ghost In the Shell: Stand-Alone Complex." For your amusement: http://kschnee.xepher.