If you use my 3D engine it won't be a raycasting engine... If you made a raycaster you would already have walls working.
If you use my 3D engine it won't be a raycasting engine... If you made a raycaster you would already have walls working.
now I don't want to be rude or anything... but I am not sure if he even know what a raycasting is...
however, I am unable to understand the motives behind creating a fake 3d engine... Although this is a bit out of topic, we need more inovative ideas, not making clones of old games...
So I suggest to all ambitious enough to create a 3d engine (raycasting?!?) in MMF: "Take it easy! Get into nature and watch. Many ideas can be found there."
I know that it's tempting to create own 3d engine, but it would be wiser (and potentially more profitable) if you stick with new and simple ideas... even if it is only for your learning process....
Well, that's my opinion anyway...
You say you need the math, but then what's all that math in your signature?

The Math on my signature moves an object with x,y,z coordinates on the map to it's x,y coordinates on the screen.
The Math I require is to be used with the before hand math to calculate the parameters of the 3D Shader which will make the walls work properly, coz right now the walls always face you.
As I have said dozens of times: It is all in the example.
It is not that you need the math. You simply cannot understand what the math does or how to use it.

I did not understand it because it wasn't explained.

I know the basic rundown of what I'm supposed to do, calculate the onscreen middle position of the wall, calculate the onscreen topleft position of the wall & calculate the onscreen bottomright position of the wall.
But I have no idea how i'm supposed to use those calculations made to calculate the following parameters:
X Scale
Y Scale
Left Height (h1)
Right Height (h2)
Other Info that might be useful:
In my walls the hotspot is the center.
Once I know the math for that, Iv'e finished my First Person Shooter Engine.

Use the math in your sig to work out the positions and scales of (the centre of) the left and right edges of your object in the 3D world. The 2D position of your object is the middle of those two locations. The X scale of your object is the distance between the two edges on screen divided by the width of your object. The Y scale is the larger out of the two scales for the left and right edges. The left height and right height of the shader are set to left scale divide largest scale and right scale divide largest scale.
I would guess. I haven't actually looked at the shader, and I'm sure it's all explained in the example.
If dragonguy would just spend a few minutes experimenting with the shader I'm sure he would come to understand what all the parameters does. But it seems he is unable to do so... The old shader worked just as you explained, but the new shader has some extra parameters to achieve a skew effect as well, allowing multiple height levels.
Naww, coming from a person that created a 3D engine himself, that's pretty harsh.Originally Posted by Werbad
But when I come to think of it, maybe Werbad has been trying so hard to do the same but could never achieve it making him upset, hence his quote![]()