for those planning on working on raycasting...
sadly ... it does NOT work on GE.. in the current form raycasting is in..
This is because raycasting in the traditional sense relies on the drawing functions, which are not a GE specialty.
GE is primarily a sprite engine (and a good one at that)
BUT...
, using these codes - or something similar - you CAN get the same effect in GE.
HOW?
use sprites instead of the draw function. this is exactly (sort of) how I made my 3d engine.
instead of using raycasted draw functions, I simply scaled sprites and placed them where the raycasted lines would have been.
ie: work out the angle and distance and place a sprite, instead of a line
Actually i did not realize I was raycasting until i read this article, but apparently that is what i did ( although a somewhat completely different method) but essentially I am using the same idea, only with sprites.. (I also have avoided 'some' - not all) of the "distortion" effects inherent in raycasting)
It is entirely possible (and would be a LOT faster then what I currently use my engine for) to do wolfenstein type mazes with my engine rather then draw functions, as there would be a much more limited amount of sprites on screen then I currently use (eg: in a maze on a 640 by 480 screen you only have a maximum of 640 sprites as nothing behind those wall sprites is drawn. whereas my engine allows for all background objects
you would however have to make an array of prescaled "line" sprites for it to work, but "blitting" a heap of sprites is still much faster then drawing lines.. ( this is why i am so keen to see sprite scaling in GE
)
And, I like my method better as you can see items in the background. ie: have windows etc
- and also, by using sprites I get away from many of the limitations of raycasting as i can easily draw higher/lower objects, slopes and can move objects way back to the horizon (and beyond) and many other things that
basic raycasting cannot do..
anyhow, just letting you all know, that if you are interesting in raycasting, then my engine basically uses it, but it has been optimised for a sprite engine..
see my example demo again, and you will should now notice the similarities with raycasting
see
viewtopic.php?f=4&t=5658#p39534 i will be posting more on it soon...sorry got busy with "real life"
cheers
feral