Search found 174 matches
- Fri Jul 03, 2015 9:19 pm
- Forum: General Chat
- Topic: So I experimented with Ray Casting
- Replies: 7
- Views: 26648
Re: So I experimented with Ray Casting
Not 100% from scratch, because I went somewhere to find out how to remove the fish-eye effect from my first attempt. For some reason, if you use the actual-distance from the camera to the wall, it produces a fish-eye effect. The best way to prevent this is treat the point on the wall that was hit by...
- Thu Jul 02, 2015 10:26 pm
- Forum: General Chat
- Topic: So I experimented with pathfinding
- Replies: 4
- Views: 20596
Re: So I experimented with pathfinding
Interesting stuff. And I like how your tool helps me investigate the differences really easily. aka: "Huh, would Manhattan vs. Actual Distance be all that different? Let me run it and find the distance each takes." Yeah, and I learned that a whole lot of times, Manhattan and Actual are ve...
- Thu Jul 02, 2015 10:24 pm
- Forum: General Chat
- Topic: So I experimented with Ray Casting
- Replies: 7
- Views: 26648
Re: So I experimented with Ray Casting
Says a lot about game conventions that it took me quite a few minutes to realize that I could walk through the 'walls.' Yeah, no collision engine yet, but I could easily add it now that I understand the AABB algorithm better. Is this built-from-scratch-html5? Did you honestly use ray-casting to cre...
- Wed Jun 24, 2015 1:44 am
- Forum: General Chat
- Topic: So I experimented with Ray Casting
- Replies: 7
- Views: 26648
So I experimented with Ray Casting
And the results of rendering a 7x7 texture make me feel ashamed. (That 'F' on the F block means FPS drop)
The HTML5 canvas sure is efficient, isn't it?
https://dl.dropboxusercontent.com/u/556 ... ycast.html
The HTML5 canvas sure is efficient, isn't it?
https://dl.dropboxusercontent.com/u/556 ... ycast.html
- Wed Jun 24, 2015 1:43 am
- Forum: General Chat
- Topic: So I experimented with pathfinding
- Replies: 4
- Views: 20596
Re: So I experimented with pathfinding
Thanks!
I'm a fan of using Math.random() as a heuristic.
Not because it's efficient, but it looks cool.
I'm a fan of using Math.random() as a heuristic.
Not because it's efficient, but it looks cool.
- Sat Jun 20, 2015 1:54 am
- Forum: General Chat
- Topic: So I experimented with pathfinding
- Replies: 4
- Views: 20596
So I experimented with pathfinding
And... I'm very happy with the results!
https://dl.dropboxusercontent.com/u/556 ... star2.html
Now I understand the A* algorithm!
https://dl.dropboxusercontent.com/u/556 ... star2.html
Now I understand the A* algorithm!
- Sat Jun 20, 2015 1:53 am
- Forum: General Chat
- Topic: My Newest Little Playtester
- Replies: 8
- Views: 36587
Re: My Newest Little Playtester
Congratulations!
- Thu May 21, 2015 11:10 pm
- Forum: Gravity Simulator
- Topic: The Latest
- Replies: 1
- Views: 11168
Re: The Latest
Hey guys, I know you haven't heard from me in a while, but I'm really glad to hear GSim has had an update.
Glad to see the new features you're going to get in!
Glad to see the new features you're going to get in!
- Sun Jan 25, 2015 10:29 pm
- Forum: General Chat
- Topic: More programming stuffs
- Replies: 10
- Views: 28376
Re: More programming stuffs
Yeah I noticed that issue. I have been too busy to fix it, though.
- Mon Jan 12, 2015 10:02 pm
- Forum: General Chat
- Topic: More programming stuffs
- Replies: 10
- Views: 28376
Re: More programming stuffs
https://dl.dropboxusercontent.com/u/556 ... graph.html
Polar function grapher! (type t or θ or φ for theta)
I'm gonna fix up the parser (it converts what you input to js code) soon, but for now, you can use sin, cos, tan, and cot.
Polar function grapher! (type t or θ or φ for theta)
I'm gonna fix up the parser (it converts what you input to js code) soon, but for now, you can use sin, cos, tan, and cot.