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Ray Caster Demo by BlueKnight

7 replies · 2,926 views · Started 21 December 2016

I want to get ahold of this quest, and unfortunately, it was hosted on a crap file share site that was only around for a year or so.
If anyone has it lying around, I will PayPal you $10 for it to be sitting in my inbox. Someone has to be a data hoarder that doesn't delete anything.

[video=youtube;uojW--JZSsA]https://www.youtube.com/watch?v=uojW--JZSsA[/video]

[video=youtube;yiqfb0Gydok]https://www.youtube.com/watch?v=yiqfb0Gydok[/video]

https://www.dropbox.com/s/xoxuzptnkb9cij0/Raycaster.qst?dl=0

As far as I know, that's the only version he ever released. Here's the script, if you're interested.

[spoiler]

/////////////////////////////////////////////////////
/////// Raycasting Engine Script, version 0.2 ///////
/////// by blue_knight ///////
/////////////////////////////////////////////////////
/////////////////////////////////////////////////////
// This is a fun little script
// that renders the current screens in first person
// using raycasting and column rendering.
// X, Y is on the horizontal plane.
// Z is up in 3D space.
// This script has no set limits, except the map limit
// 16x8 screens.
/////////////////////////////////////////////////////

const int scrWidth = 256;
const int scrHeight = 176;

ffc script Raycaster
{
/////////////////////////////
// startX : start X position in virtual space.
// startY : start Y position in virtual space.
// BackgroundTiles : Tile index for the background.
/////////////////////////////
void run(int startX, int startY, int BackgroundTiles)
{
//use virtual coordinates for Link's position.
//since he is not displayed, we don't bother keeping local coordinates, so Link's position is forced to the center.
float camPos_X = startX;
float camPos_Y = startY;
float camDir_X;
float camDir_Y;
float camYaw = 0;
float moveSpeed = 1.0;
float playerRadius = 16;

//ginormous array...
int map_combo[1024]; //holds the 32x32 area centered on the camera.
int map_left_x=0;
int map_left_y=0;

int map_cenX = 0;
int map_cenY = 0;

int curScreen = Game->GetCurScreen();
int curMap = Game->GetCurMap();

while (true)
{
//update the movement.
if ( Link->InputLeft )
camYaw-=2;
else if ( Link->InputRight )
camYaw+=2;

if (camYaw < 0 )
camYaw += 360;
else if ( camYaw >= 360 )
camYaw -= 360;

camDir_X = Cos(camYaw);
camDir_Y = Sin(camYaw);

float newPosX = camPos_X;
float newPosY = camPos_Y;
float travelDirX;
float travelDirY;
bool bCollisionNeeded = false;
if ( Link->InputUp )
{
newPosX = newPosX + camDir_X*moveSpeed;
newPosY = newPosY + camDir_Y*moveSpeed;
bCollisionNeeded = true;

travelDirX = camDir_X;
travelDirY = camDir_Y;
}
else if ( Link->InputDown )
{
newPosX = newPosX - camDir_X*moveSpeed;
newPosY = newPosY - camDir_Y*moveSpeed;
bCollisionNeeded = true;

travelDirX = -camDir_X;
travelDirY = -camDir_Y;
}

//Super basic collision for now.
//If we're intersecting a solid combo after moving, we revert the move.
//note that we actually check ahead in the direction of travel so we don't get too close to
//the wall.
if ( bCollisionNeeded )
{
if ( ComboSolid( Floor(newPosX+travelDirX*playerRadius), Floor(newPosY+travelDirY*playerRadius), curMap, curScreen ) )
{
newPosX = camPos_X;
newPosY = camPos_Y;
}
}
camPos_X = newPosX;
camPos_Y = newPosY;

//Read the area around the camera into an array
//whenever we change cells.
//This way we don't have to call GetComboFromTileIndex() or Game->GetComboData()
//up to 16 times per ray.
//This improves our performance by 40% or more.
int mx = camPos_X>>4;
int my = camPos_Y>>4;
if ( mx != map_cenX || my != map_cenY )
{
map_cenX = mx;
map_cenY = my;
map_left_x = Max(mx-16,0);
map_left_y = Max(my-16,0);
for (int y=0; y<32; y++)
{
int yy = y+map_left_y;
for (int x=0; x<32; x++)
{
int xx = x+map_left_x;
map_combo[y*32+x] = GetComboFromTileIndex(xx, yy, curMap, curScreen);
}
}
}

//Finally draw the world.
DrawWorld( camDir_X, camDir_Y, camPos_X, camPos_Y, BackgroundTiles, map_combo, map_left_x, map_left_y );

DisableInput();

Waitframe();
}
}

void DisableInput()
{
Link->X = 128;
Link->Y = 88;
Link->InputLeft = false;
Link->InputRight = false;
Link->InputUp = false;
Link->InputDown = false;
Link->InputA = false;
Link->InputB = false;
Link->InputL = false;
Link->InputR = false;
Link->InputStart = false;
Link->InputEx1 = false;
Link->InputEx2 = false;
Link->InputEx3 = false;
Link->InputEx4 = false;
}

bool ComboSolid(int x, int y, int map, int curScr)
{
bool solid = false;

int cx = (x>>4)&15;
int cy = (y>>4)%11;

int scr = curScr;
scr += ( x>>8 );
scr += ( Floor(y/176)<<4 );

int s = Game->GetComboSolid( map, scr, (cy<<4)+cx );
if ( s != 0 )
solid = true;

return solid;
}

int GetComboFromTileIndex(int tx, int ty, int map, int curScr)
{
int cx = tx&15;
int cy = ty%11;

int scr = curScr;
scr += ( tx>>4 );
scr += ( Floor(ty/11)<<4 );

return Game->GetComboData( map, scr, (cy<<4)+cx );
}

//draw the "3D" world.
void DrawWorld(float camDirX, float camDirY, float cX, float cY, int BackgroundTiles, int map_combo, int map_left_x, int map_left_y)
{
float cenY = scrHeight*0.5;

//This camera has no pitch, though looking up and down can be faked later.
//Anyway, the camera plane is perpendicular to the camera direction,
//so a simple 2D "perp product" is good enough [i.e. P(x,y) = (-Dy,Dx)]
float planeX = -camDirY;
float planeY = camDirX;

//we do raycasting in "map space", where each tile = 1 unit.
float camX = cX/16;
float camY = cY/16;

int mapX = Floor(camX);
int mapY = Floor(camY);

//maximum extents, 8x8 screens for now.
int maxTileX = map_left_x+32;
int maxTileY = map_left_y+32;

//maximum number of raycasting steps. Setting this lower
//will improve performance, setting it higher allows more distant walls to be rendered.
int MAX_STEPS = 16;

//Draw the background.
Screen->DrawTile(1, 0, 0, BackgroundTiles, 1, 11, 0, 256, 176, 0, 0, 0, 0, false, 128);

//Note that we're pixel doubling for performance, later this should be an option
//for people with fast computers.
for (int x=0; x<scrWidth; x+=2)
{
int mx = mapX;
int my = mapY;

//compute the screen ray from the x position and camera paramters.
float sx = (2 * x/scrWidth) - 1;
float rayDirX = camDirX + planeX*sx;
float rayDirY = camDirY + planeY*sx;

//compute the DDA parameters, will detail in some documentation later.
float rXX = rayDirX*rayDirX;
float rYY = rayDirY*rayDirY;

float deltaDistX = 32767;
float deltaDistY = 32767;
if ( rXX != 0 ) deltaDistX = Sqrt( 1.0 + rYY/rXX );
if ( rYY != 0 ) deltaDistY = Sqrt( 1.0 + rXX/rYY );

int stepX;
int stepY;
float sideDistX;
float sideDistY;
if ( rayDirX < 0 )
{ stepX = -1; sideDistX = (camX - mx) * deltaDistX; }
else
{ stepX = 1; sideDistX = (mx + 1.0 - camX)*deltaDistX; }

if ( rayDirY < 0 )
{ stepY = -1; sideDistY = (camY - my)*deltaDistY; }
else
{ stepY = 1; sideDistY = (my + 1.0 - camY)*deltaDistY; }

//now that we have the DDA parameters, actually walk the ray and find the closest intersecting wall.
int hit = 0;
int iter = 0;
int side;
while (hit == 0 && iter < MAX_STEPS)
{
if ( sideDistX < sideDistY )
{
sideDistX += deltaDistX;
mx += stepX;
side = 0;
if ( mx < map_left_x || mx >= maxTileX )
break;
}
else
{
sideDistY += deltaDistY;
my += stepY;
side = 1;
if ( my < map_left_y || my >= maxTileY )
break;
}
hit = map_combo[ ((my-map_left_y)<<5)+(mx-map_left_x) ];
iter++;
}

//if we've hit something we figure out the column to render.
if ( hit )
{
float wallDist;
int u;
//compute the distance to the wall and the texture coordinate.
if ( side == 0 )
{
wallDist = (mx - camX + (1 - stepX)*0.5 ) / rayDirX;
u = camY + rayDirY*wallDist;
}
else
{
wallDist = (my - camY + (1 - stepY)*0.5 ) / rayDirY;
u = camX + rayDirX*wallDist;
}
//we use 16x16 tiles for textures.
u = Floor( u*16 )&15;

//compute the wall height.
wallDist = Abs(wallDist);
float height = 256.0 / wallDist;

//compute the column dimensions.
int y0 = Floor(cenY - height*0.5);
int y1 = Floor(cenY + height*0.5);

if ( y0 < -96 ) y0 = -96;
if ( y1 > 240 ) y1 = 240;

//shading depends on the "side" (so some faces are darker then others)
//and the distance.
int shading = Floor(wallDist/2) + side;
if ( shading > 7 ) shading = 7;
//textures are hard to author for this, but we compute the final tile we need for this column based on
//the texture coordinate and shading.
int tile = Game->ComboTile(hit) + u+(shading*20);

//Quad() doesn't work well here, but DrawTile() does since we're rendering a screen aligned quad.
Screen->DrawTile(1, x, y0, tile, 1, 1, 0, 2, (y1-y0), 0, 0, 0, 0, false, 128);
}
}
}
}

[/spoiler]

I know,or rather, I was told about two years ago, that Mysteries of the Deep circulated privately. I think that [MENTION=39128]ShadowTiger[/MENTION] had it long ago, and no loner does, or she knew someone who had, it, or something of that sort.

I have the demos of The World Tree, and Mirror of the Moon, and the codebase for the latter. BK didn't leave the World Tree code in the buffer, so it's only in the ZASM table, not that I expect anyone to pick it up and run with it; else the would've done long ago. The pseudo-parallax effect was gorgeous in that one.

Good to see that this didn't find its way to the depths of the Internet equivalent of the Marianas Trench, after all. Thanks [MENTION=38582]Saffith[/MENTION], for sharing.

I wonder if BK is even still alive,

DarkDragon wrote:Reminds me of my first and only custom "quest" 😉

Is the quest binary still out there for that, too? Probably needs some minor updates because of functions that changed between beta 378 and release, but that's not very hard. I did that for the quest [I]Starshooter Supreme[/I (or was it 'Starshooter 'Extreme'?), that [MENTION=42714]Gleeok[/MENTION] made, and we should probably put the fixed version into the zc.com database, if he doesn't mind.

Hell, does anyone still have Pong, that [MENTION=38582]Saffith[/MENTION] made for 2.5 early beta (or was it for 2.11)? I asked him, and IIRC he said it was long gone. These early experimental quests need preservation.

Preserving and uploading all the tech demos that show off what is possible with ZC, in addition to the normal stuff, is very wise, actually.

Perhaps some of these system stress test packages should also go into the open source kits, so that people can monitor new builds with them.