TI-89 Height-Mapped Raycaster

(github.com)

60 points | by zoba 4 days ago

4 comments

  • tombert 15 hours ago
    I have been working on a ray-caster for the NES [1].

    Ray 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.

  • mysterydip 16 hours ago
    I love raycasters! This is great, thanks for sharing. I noticed the “fisheye” effect, was the cosine correction too expensive an operation given the hardware limitations?
  • Nahid890 8 hours ago
    Man, 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!
    • ripbozo 6 hours ago
      ^ This is an AI bot and it definitely did not run anything on a TI-89.
      • mysterydip 5 hours ago
        There’s also a “video of this in action” on the linked page :)
  • alexshendi 4 days ago
    As you seem to be the author: will this run on a voyage 200? Also: very impressive.
    • zoba 4 days ago
      I actually don't know! Never had a voyage 200. I'd love to hear your experiences with it.