No explaination of how it works here (might put one later), because a lot of information is already in the video.
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a screenshot:
If you open the map you will still be in god mode. I used that to make sure the player character wasn't zooming back and forth when recording just to press the buttons.
If you want to disable god mode, type this in chat:
A new frame is generated and displayed every 45 game ticks. And I only get about 20 UPS when using this map, so this video is sped up about 135 times to compensate.
Some clarification about vanilla. When I say vanilla it means it works completely in vanilla. However mods were used to help build it (for example creative mode to get materials for free) and film it.
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explanatory videos: architectural changes: pipeline design trigenometry
blueprints
If you use these, please provide credit where possible/appropriate
v2.0 iteration 1:
music (in order used in video, you can find them in the youtube audio library):
Heaven and Hell - Jeremy Blake
New Land - ALBIS
Ticker - Silent Partner
Water Lillies - Density & Time
Righteous - Silent Partner
About a year? It's hard to tell, because I don't just start working on something like this. I wonder if it would be possible and that gradually transitions in working it out in my head.
Between this, the sequencer above, the controller method (first time I've seen it) and daveMCW's player for FMV sequences, you've got the pieces for a full game =)
Just amazing. Hats off to ya.. I can barely figure out a few combinators at once lol!
First question: What do you do for a living? I ask cause I am wondering what helped you develop the skills to pull this off.
Second question: How did you decide on where to begin developing something like this, both this and Pac-Man?
Third question: How much math did you need to employ when figuring this out?
Fourth question: How did you go about prioritizing the order for developing each part?
Fifth: Just HOLY CRAP! I almost felt like you were channeling John Carmack while making that, cause I immediately thought of Wolfenstein and Doom.
Re: Raycasting engine in factorio
Posted: Sat Apr 27, 2019 7:16 am
by Koub
I just realized I was so speechless when I first saw this that I forgot to express my speechlessness (which makes sense on a second thought).
This is mindblowingly insane.
And you just terminated me with that 2 player thing.
First question: What do you do for a living? I ask cause I am wondering what helped you develop the skills to pull this off.
According to him on Reddit, he's a student, currently studying Computer Science at some university.
Re: Raycasting engine in factorio
Posted: Mon Apr 29, 2019 2:51 pm
by quyxkh
That's some seriously next-level wizardry. For some reason it made me think of Will It Go Round In Circles, I have no explanation for that but there it is.
Second question: How did you decide on where to begin developing something like this, both this and Pac-Man?
I start by wondering if something is possible. That slowly transitions into designing and testing (high level) components in my head. I go through different designs, mix things up. Once I'm confident that the design will mostly work (The simulation in my head is ofcourse not perfect, and the design gets improved while building) I start up factorio and just start building.
Third question: How much math did you need to employ when figuring this out?
Actual math, as in "doing the math" and not just approximations. Not much actually.
I did the formulas for implementing sin() on paper. And made sure I had enough significant bits to avoid too many rounding errors. And I worked out at what distances I should scale the textures. And that's about it.
Fourth question: How did you go about prioritizing the order for developing each part?
I start with the stuff most likely to go wrong (fail early), and then just follow the flow of information through the system.
I think I started with modifying the screen. Then did the sin() function, tested if they worked properly.
Did the fish eye correction, simplifying the world. Midpoint iteration. Then a simple texture. Copied the whole thing down and connected the copies together. Tested with some test map. Debugged a bit, copied the fixes down. Added the controls. More debugging, more copying fixes...
In fact I have multiple versions of the map, If you want I could show you how it looked at different stages of development.
Re: Raycasting engine in factorio
Posted: Thu May 02, 2019 1:14 pm
by Amarula
Let me add my speechless voice... this is... inconceivable!
(thanks Princess Bride for a word where there are no words)
Thank you, arrow in my gluteus, for opening up worlds more possibilities in Factorio.
And thank you to all the developers for creating a game where work like this is possible.