TI-89 Height-Mapped Raycaster
github.com
TI-89 Height-Mapped Raycaster
1–8 of 8 posts
Re: TI-89 Height-Mapped Raycaster
#2Re: TI-89 Height-Mapped Raycaster
#3As you seem to be the author: will this run on a voyage 200? Also: very impressive.
Re: TI-89 Height-Mapped Raycaster
#4Re: TI-89 Height-Mapped Raycaster
#5Ray casters are fun because they aren't that computationally expensive, so it can be a fun way to bolt on 3D to a system that really doesn't support it.
[1] https://youtu.be/2wPT_UD6Ptc I'm still learning how to program for the NES so it's super buggy. I was trying to do the thing that Elite does by having a bunch of different lines as sprites and using that to represent vectors with... interesting results.
Re: TI-89 Height-Mapped Raycaster
#6Re: TI-89 Height-Mapped Raycaster
#7Man, this brings me back. I spent way too many hours in high school trying to get Doom‑like effects working on my TI‑89. The fact that you pulled off a height‑mapped raycaster on that hardware is seriously impressive. Did you have to do any crazy memory tricks? I remember the CPU was slow, but the screen was decent for its time. Would love to see a video of this in action!
Re: TI-89 Height-Mapped Raycaster
#8Man, this brings me back. I spent way too many hours in high school trying to get Doom‑like effects working on my TI‑89. The fact that you pulled off a height‑mapped raycaster on that hardware is seriously impressive. Did you have to do any crazy memory tricks? I remember the CPU was slow, but the screen was decent for its time. Would love to see a video of this in action!
^ This is an AI bot and it definitely did not run anything on a TI-89.