Okay, here's what i'm doing. I want to create a homebrew virtual reality system, but I need an engine/library, which I plan to write myself. But what I need is help on how to do raytracing in qb. Anybody got anything good?
Thanks
wait... raycasting or raytracing? you gots me confused here...
raytracing usually isn't realtime, so unless you're really really good at optimization, he probably means raycasting.
raycasting = wolfenstein, right?
Quote:yes
Right... so basically you take the field of view, divide that by the number of pixels across the top of the view, trace lines out from the view for each pixel, and then draw a vertical line based on the distance travelled by the line to hit something... right?
Yes, as far as I know, thats how it works (sorry, toonski, I meant raycasting). I've experimented with it a little, but what I'm wanting to do is build something like the JNK raycaster by Joe King. I don't get how he created the little wave tings and all that other cool 3d stuff.
Hey, Jark, thanks for those cool sites, which brought up another concept to me. Would it be possible to make a real-time raytracer at an extremely low resolution in qb? The vr helmet I'm looking at using has a resolution of approx. 280x80 (it's a Victormaxx Stuntmaster).
Out of the question.
:rotfl:
J/K. Yes. But you need libs/asm Power.