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Lets find out if I can make a doom style renderer in designer

poopipe
grand marshal polycounter
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poopipe grand marshal polycounter
so, time for part 2(ish) of doing things with designer that designer wasn't intended for...

Step one: infinite texture mapped planes with perspective projection, horizontal camera rotation and depth cueing to hide the fact there's no mip-mapping 




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  • poopipe
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    poopipe grand marshal polycounter
    Now we can move!!
    edit : nope! adverts on that hosting site aren't appropriate

    futher edit :  youtube link
    https://www.youtube.com/watch?v=REJEvf7X84E
  • wirrexx
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    wirrexx quad damage
    This is so cool! :D
  • poopipe
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    poopipe grand marshal polycounter
    well, that's not right


    perhaps ill leave improving the movement controls til later.. 

    walls are more important
  • poopipe
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    poopipe grand marshal polycounter
    turns out this is quite the rabbit hole

    Doom isn't strictly a pure raycasting renderer but it does raycast walls.
    I intend to apply the same approach used there (and in wolfenstein etc.) which is to cast rays in a 2d space and then basically extrude walls up/down when the ray hits them

    This means I have to come up with a way to raycast in a system with no looping or memory.

    The attached (awful quality) video is an effort at 2d raycasting, I'm able to detect when a ray lands in a wall which is a good start. I've also sort of identified the first ray step that hits a wall so I'm calling this progress

    https://www.youtube.com/watch?v=aN6OfCtZRdI



     (anyone know a good thing to capture your screen with that doesn't involve installing video editing software?)

  • carvuliero
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    carvuliero hero character
    You could try OBS studio / camtasia
  • poopipe
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    poopipe grand marshal polycounter

    so, now ..

    1: I have a headache and one less favour in the bank with a friend who's better at maths than me
    2: I know where my ray intersects with my walls (provided it enters the wall from the left or top and the ray isn't axis aligned but those are minor details) 

    to explain the picture : 
    The big blue blob is my player position
    The little blue blob is the end of the ray I'm casting
    The green blob is where it the ray hits a wall. 
    The yellow box is the ray's relative end position 

    given this information I will be able to determine how far from the player a wall is - which will be fairly vital when it comes to drawing them in '3D' 

  • poopipe
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    poopipe grand marshal polycounter
    raycasting/hit detection is largely working now. 

    I'm fully expecting to see artefacts where two wall cells meet but it is at least behaving predictably. I think I need to get this drawing from the player's perspective to see how borked it's going to get now... 





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