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Facto-RayO v2.1

Posted: Thu May 20, 2021 2:55 pm
by arrow in my gluteus
V2.1 of my raycasting engine is here, this time with the doom UI.

https://youtu.be/0bAuP0gO5pc
thumbnail6_scaled.jpg
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save file:
ray_experiment97_export.zip
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forum post of v2.0: viewtopic.php?f=193&t=88678
forum post of v1.0: viewtopic.php?f=193&t=69887


explanatory videos (from version 2.0):
architectural changes (between 1.0 and 2.0): pipeline design
trigenometry


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credits:

music
OcularNebula - vulg
https://www.youtube.com/watch?v=k5lRcjC3bY4

endscreen image: Banana Lord
https://www.youtube.com/channel/UCuFfgi ... cJiwsghpDg

idea for the user input mechanism: Kleeb
https://www.reddit.com/r/factorio/comme ... s/efyjo9r/
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Clarification of unmodded.
Although no mods are needed to run this raycasting engine, mods were used in it's construction for example for:
spawning in the resources required to build it.
filming the end result
...

Additionally some cheats were used:
I've set the worker robot speed to level 100 000, this is technically possible without cheating, it's just super hard.
I'm also spawning in the items that get picked up by the bots to feed the screen, and delete those items once they have been used to display an image.
This because I found it more important to get the raycasting engine itself to function than to figure out the logistics of recycling the items back into the screen.
I however still believe it's possible to do this without cheats, I however haven't put in the time to do it that way; as I found it more useful to put my time towards the actual engine.

Re: Facto-RayO v2.1

Posted: Thu May 20, 2021 3:32 pm
by Amarula
This is so amazing! It just keeps getting better and better :)

Re: Facto-RayO v2.1

Posted: Wed May 26, 2021 5:18 pm
by Qon
I love this project! Looks so good it can compete with the original.