Looking for Corona Expert for Game help

Hello, I am a single developer looking for help editing this source code provided by Andrew Burch 

https://developer.coronalabs.com/code/texturemapped-raycasting-engine

It involves Raycasting for a faux 3D appearance. I am currently developing a game that uses the source code provided, however I am stuck and in need of assistance.

What I need is someone who can take that source code and implement the following;

  • TextureMapped floors

  • Animated Sprites. For NPCs, Enemies, etc 

  • Doors

  • Collisions with Doors that initiate a scene change

  • “Walls” that can be passed through 

  • Walls of varying height

Take a look at the source code provided, if you are able to do any of the following please contact me with your Rates and provide examples of your work. Thank you

email: reiserbc@gmail.com 

I’m not being critical of that work, but since then we have had the 2.0 release with the quadrilateral mapping, which might be useable to optimise the ray casting ?

Yes, that sample code is quite dated and Graphics 2.0 has been released since then, I’ve somewhat made a textured floor using Graphics 2.0 with the raycasting code, but everything else I am stumped on and could use assistance. 

What I’d be inclined to do is forget the Corona bit.

Raycasting is raycasting. There are plenty of tutorials out there (I found this one) http://lodev.org/cgtutor/raycasting.html - or this one http://www.permadi.com/tutorial/raycast/rayc7.html  - find one you like and work through it, but write it in lua rather than C or C++ or whatever. It shouldn’t take very long to work through.

You will get a much better choice of algorithm if you look at all the raycasting/faux 3D tutorials rather than those specifically for Corona. (Not knocking corona at all here).

Most of those work on ray projection and rendering a strip scaled appropriately. It should be possible to optimise it for 2.5D by say looking for boundaries - where the ray ends up on a different plane, so rather than doing ray trace/draw ray trace/draw you trace the rays and figure out a quadrilateral and draw that - there almost certainly will be some work in this sort of thing. Most of the original raytracing code is from DOS days where you would literally write to pixel memory, a different approach would be needed for using modern graphics cards.  In the picture of the Corona one, if it is ‘classical’ there will be a lot of strips of textures, left to right, whereas in Corona you can probably draw it with about half a dozen 2.5D Polygons.

This one looks quite interesting http://www.permadi.com/tutorial/raycast/ - it starts with the basic “Wolfenstein” design - everything square and flat and develops it. But pick whichever one you like. It would probably cover most of your list.

There are other alternatives ; you could adopt the ‘single room’ approach used in Paul Woakes’ Mercenary games for example. It really depends what you want to do. 

I’m not being critical of that work, but since then we have had the 2.0 release with the quadrilateral mapping, which might be useable to optimise the ray casting ?

Yes, that sample code is quite dated and Graphics 2.0 has been released since then, I’ve somewhat made a textured floor using Graphics 2.0 with the raycasting code, but everything else I am stumped on and could use assistance. 

What I’d be inclined to do is forget the Corona bit.

Raycasting is raycasting. There are plenty of tutorials out there (I found this one) http://lodev.org/cgtutor/raycasting.html - or this one http://www.permadi.com/tutorial/raycast/rayc7.html  - find one you like and work through it, but write it in lua rather than C or C++ or whatever. It shouldn’t take very long to work through.

You will get a much better choice of algorithm if you look at all the raycasting/faux 3D tutorials rather than those specifically for Corona. (Not knocking corona at all here).

Most of those work on ray projection and rendering a strip scaled appropriately. It should be possible to optimise it for 2.5D by say looking for boundaries - where the ray ends up on a different plane, so rather than doing ray trace/draw ray trace/draw you trace the rays and figure out a quadrilateral and draw that - there almost certainly will be some work in this sort of thing. Most of the original raytracing code is from DOS days where you would literally write to pixel memory, a different approach would be needed for using modern graphics cards.  In the picture of the Corona one, if it is ‘classical’ there will be a lot of strips of textures, left to right, whereas in Corona you can probably draw it with about half a dozen 2.5D Polygons.

This one looks quite interesting http://www.permadi.com/tutorial/raycast/ - it starts with the basic “Wolfenstein” design - everything square and flat and develops it. But pick whichever one you like. It would probably cover most of your list.

There are other alternatives ; you could adopt the ‘single room’ approach used in Paul Woakes’ Mercenary games for example. It really depends what you want to do.