@Kartoffelbrot The only difference is that raycasting scenarios are actually interesting :)
A new version of this scenario was uploaded on Thu Oct 03 22:47:30 UTC 2013
Starting to work on cel-shaded graphics. Got the easy part done. Press "c" to see the cel-shades
A new version of this scenario was uploaded on Thu Oct 03 23:37:31 UTC 2013
Got cel-shade working, but very laggy. I'm going to work on making it work better.
A new version of this scenario was uploaded on Fri Oct 04 00:04:31 UTC 2013
Fixed the lag problem. Went a completely different direction for cel-shading.
A new version of this scenario was uploaded on Fri Oct 04 00:16:11 UTC 2013
Improved cel-shading to work better.
A new version of this scenario was uploaded on Fri Oct 04 00:26:27 UTC 2013
Improved cel-shading to work even if you are viewing two walls at different lenghts that have the same color.
A new version of this scenario was uploaded on Fri Oct 04 02:04:34 UTC 2013
Added Camera and Map classes to run things better.
Fixed cel-shading to be one pixel on all sides.
A new version of this scenario was uploaded on Fri Oct 04 03:53:02 UTC 2013
Added textured renering (press "l" to switch between worlds). Very very laggy currently, I will improve it later. Don't switch too many times, you may take up java's heap space (I think that's what it's called).
Added a TextureCamera class.
A new version of this scenario was uploaded on Sat Oct 05 03:50:48 UTC 2013
Greatly improved render speed of textured areas.
A new version of this scenario was uploaded on Sun Oct 06 03:53:38 UTC 2013
Added a "Ceiling" or "sky" for the non-textured camera. Default is cyan. Change the color of the sky by pressing "p".
Added some getter/setter methods in the Camera class.
A new version of this scenario was uploaded on Sun Oct 06 14:22:08 UTC 2013
Got the very basics down to "Render Distance". Change the distance with "'" and "["
A new version of this scenario was uploaded on Sun Oct 06 15:04:05 UTC 2013
Got the camera to move relative to time spent between frames, and not a set amount every frame.
A new version of this scenario was uploaded on Sun Oct 06 16:22:44 UTC 2013
Got rid of the Map class, and replaced it with the ColorMap and TextureMap classes.
Made the Camera classes look at the textures or colors provided by the ColorMap or TextureMap, instead of having set textures.
A new version of this scenario was uploaded on Sun Oct 06 16:23:48 UTC 2013
Got rid of seizure1, and changed seizure2, to fit the new changes to the Camera class.
Celshading is now an option to change in the Camera class, you only have to press "c", instead of holding it.
A new version of this scenario was uploaded on Sun Oct 06 16:56:17 UTC 2013
Improved render distance and the render limit. Change the distance with "[" and "'", change the limit with "p" and ";".
A new version of this scenario was uploaded on Sun Oct 06 19:21:08 UTC 2013
Added sprites.
Added a world that shows off sprites.
Added a barrel to the first world (to implement sprites with both Camera classes).
A new version of this scenario was uploaded on Sun Oct 06 19:36:25 UTC 2013
Made sprites look better, and changed the "transparent" color for sprites.
New thumbnail.
A new version of this scenario was uploaded on Sun Oct 06 19:37:22 UTC 2013
Didn't like that last thumbnail, new one.
A new version of this scenario was uploaded on Sun Oct 06 19:37:54 UTC 2013
Thumbnail back to original. (I think)
A new version of this scenario was uploaded on Sun Oct 06 19:39:03 UTC 2013
Another thumbnail update (Kartoffelbrot, this is for you :D)
A new version of this scenario was uploaded on Sun Oct 06 21:44:11 UTC 2013
Was working on a quicker method of running the scenario.
Instead, use "wasd" to move the barrel in the first world!
A new version of this scenario was uploaded on Sun Oct 06 22:00:52 UTC 2013
Change FOV with "1" and "2"
A new version of this scenario was uploaded on Mon Oct 07 00:46:16 UTC 2013
Added Strafing. Hold shift and right or left to strafe.
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