David Schmenk's lo-res 3d demo
I mapped out my house and drew some textures to use in the game.. you need to make vertical axis tall if you want to be able to view from very far away.. tricks: when a cell in the map contains 15, it is an exit door.. exit doors RTS to basic when you open them... you can test player X,Y coordinate... see which door the player opened.. you can then poke a newx,y coord for the player, and make doors lead to other parts of the map. the map above shows 3 stories of my house, with a bunch of extra junk around it (remnants of David's demo map) the bottom/top of stairs has an edit door in its' cell.. it returns to basic, and basic sets the player position to the other end of the stairs, on a different floor.. you could make type 15 look like the bottom of a staircase.. then test for "end of game" or "next level" by coordinates from basic. type: 00 = empty cell type: 15 = exit cell type: 14 = door cell.. when the door opens, the cell becomes type0, so you can walk through it. textures are 16X16 with 16 possible colors you can test coordinates in BASIC, and load different texture sets for different parts of the map! or, make doors or stairs on a level lead to a different map, or different coordinates on the current map might be cool to have an animation in lores, in BASIC, between floors on a map.. show a guy walking up some stairs... or a 3-d anim of walking up stairs... hmm.
From: David Schmenk - view profile Date: Wed, Jan 17 2007 3:10 am Email: David Schmenk
Groups: comp.sys.apple2, comp.sys.apple2.programmer Not yet ratedRating: show options Reply | Reply to Author | Forward | Print | Individual Message | Show original | Report Abuse | Find messages by this author Here for your enjoyment is a technology preview/demonstration of a raycasting and rendering algorithm I have developed as part of my Apple II 30th birthday-retro-game-just-because-I-can thing. Reminiscent of Wolfenstein 3D, it runs on a standard 1 MHz 48K Apple II+ (or II w/ Applesoft in RAM/ROM) or greater. Only a joystick is required. It is possible to run it on an emulator, but I highly recommend using real hardware with a color monitor. Accelerators make it run too fast, so disable them if you want the controls to be sane. I present it as a 140K DOS 3.3 disk image compressed with gzip. Download with this URL: http://schmenk.is-a-geek.com/tarfiles/raydemo.dsk.gz I hope it doesn't end up being a bad idea placing a direct link, but its only 11K in size. Just a little background - I have a pile of algorithms I've been creating in my notebook for some time. Some people like Soduku for their diversion, I like 6502 assembly language. The 30th anniversary of the Apple II seemed like a good time to put some of them together. Its always fun to make old (obsolete) hardware do things people don't expect. In this case, a full screen 3D walkthrough. However, don't think I've made an Apple II perform like NVIDIA's latest GPU. In order to get interactive framerates and decent colors, the lo-res graphics mode is employed. I am not double buffering the rendering - you see it as it renders. Textures are only 16x16, and there are only 15 of them. It would have seemed pretty cool back in 1977 though. Download it, give it a try, let me know what you think. I hope to have an actual game to play with a geekly humorous story-line in a few months based on this technology. Dave...