Hello. I would want to talk about what I had in mind for my raycaster engine that was called ”Gunpoint”.
It’s a macOS based Aleph One like engine that has sectors, floor and ceiling height, 8 directional sprites and are a first person game engine but also has level layering. I thought about using this engine to make some old ideas and also wanted to make it cause of my passion for Marathon. As there’s nothing else that works for me. Aleph One seems a bit too limited for me so I want to make my own mod friendly engine with more scriptable capabilities and video file playback.
It’ll also have something I call ”Level Layering” which is having entities go through a portal to another map which is like 5D space but more versatile.
I need to learn raycasting first so I’ll post all of the tutorials I found on this here.
http://archive.gamedev.net/archive/refe ... le872.html
https://lodev.org/cgtutor/raycasting.html
https://permadi.com/1996/05/ray-casting ... -contents/
https://www.youtube.com/watch?v=HQYsFshbkYw&t=593s
Scribl Engine
You can use portal rendering with raycasts.
Rays are shot from the camera field of view and when the ray intersects a line or portal triangle, the neighboring sector is visible.
Aleph One uses rays intersecting with lines and clipping windows, to clip overlapping geometry.
I think thats how Aleph One does it or is a way it can work.
I don't fully understand the Aleph One code yet.
There are other ways to check if a portal is visible.
Ray triangle intersection
plane line intersection
plane AABB intersection
screen space rect union
Close together overlapping geometry would need to be clipped somehow using the stencil buffer or clipping planes.
I'm trying to find different ways to do 5D space in Unity so Marathon levels will render correctly.
Rays are shot from the camera field of view and when the ray intersects a line or portal triangle, the neighboring sector is visible.
Aleph One uses rays intersecting with lines and clipping windows, to clip overlapping geometry.
I think thats how Aleph One does it or is a way it can work.
I don't fully understand the Aleph One code yet.
There are other ways to check if a portal is visible.
Ray triangle intersection
plane line intersection
plane AABB intersection
screen space rect union
Close together overlapping geometry would need to be clipped somehow using the stencil buffer or clipping planes.
I'm trying to find different ways to do 5D space in Unity so Marathon levels will render correctly.
Thanks for informing me that. But I want to make my Level layering so modders can customize it more. My idea was to make sub maps accessible by selecting a side/wall in the editor and setting it to be a portal. But that might be more complicated than I can do so I might reconsider it.
Also the engine is gonna be built on SFML and I'm gonna try edit this to make it render separate textures for walls as a start.
Also the engine is gonna be built on SFML and I'm gonna try edit this to make it render separate textures for walls as a start.
Is Aleph One a raycaster? I asked before and never got an answer. I remember that I didn't get an answer at least.
And after some thinking about this project I've decided to stick with the 5D method. The engine isn't gonna be anything complex or something so it doesn't need to be anything extremely different. Except for colored lighting.
And after some thinking about this project I've decided to stick with the 5D method. The engine isn't gonna be anything complex or something so it doesn't need to be anything extremely different. Except for colored lighting.
My question is finally answered..Qweasy908 wrote: ↑Dec 24th '21, 19:50 Aleph One is not a raycast engine.
https://www.pfhorums.com/viewtopic.php? ... ast#p82862
The thought of my engine being called a "Doom-like Engine" holds me away from working on this. Can someone convince me?
I don't know. I haven't gotten around to work on this thanks to my distorted mind.
Surely the technique I had come up with for the engine before (Manual Layout Layering) is assumably to be like that. But the engine was supposed to be simple in my taste. Tho with 512px wall resolution as a default and scripting for ingame cutscenes.
Surely the technique I had come up with for the engine before (Manual Layout Layering) is assumably to be like that. But the engine was supposed to be simple in my taste. Tho with 512px wall resolution as a default and scripting for ingame cutscenes.
This didn't turn out as I thought it would. I'm thinking about using Xcode's SceneKit for the engine since I can't get myself to work on programming a raycaster.
Bump*
I got in touch with how C++ works and the engine is gonna be a raycaster again!
Also look this up
I got in touch with how C++ works and the engine is gonna be a raycaster again!
Also look this up
Reading that reminds me of this video.Meerjel01 wrote: ↑Sep 3rd '22, 13:06 Bump*
I got in touch with how C++ works and the engine is gonna be a raycaster again!
Also look this up
Portal rendering tutorial
https://www.youtube.com/watch?v=HQYsFshbkYw
Separate the level into sectors and draw the next sector on the portal wall.
I think it is ray casting in the video.
I knew about the video but couldn't follow it properly. But I can try again if needed to. I can magically programming all of a sudden. (I know it isn't magic jk)Qweasy908 wrote: ↑Sep 3rd '22, 21:22
Reading that reminds me of this video.
Portal rendering tutorial
https://www.youtube.com/watch?v=HQYsFshbkYw
Separate the level into sectors and draw the next sector on the portal wall.
I think it is ray casting in the video.
I can sense real progress reading through this thread. Based on where you're at now, I suggest that you scrap everything you've ever worked on and just program the game in Malbolge.
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