Hey All,
A few weeks back now I posted a code example of a my Raycasting engine, ported to Corona. At the time it was simply flat filled walls. After playing around with sprite sheets recently, I revisited the raycasting demo and added texturemapped walls using them.

It takes a big frame rate hit. There is still some optimising around the sprite usage I’ve implemented which will boost the frame rate, but even so, I’m fairly certain sprites are not the answer for fast rendering of textured walls. But I’ve decided to share the code anyway.
There was also a bug in the texture offset calc which I’ve fixed in this update. Previously it always returned 64 (the size of the map cells). Otherwise the code remains largely unchanged outside the rendering class. I also added a mode button (top left) to switch between flat colour walls and texture mapping). The code has also been moved into several sub directories to clean it up a bit.
You can download the source here
I will add this to the Code Share page shortly.
Another example I posted recently (to the code share page) was a demo on rendering a 3D object.

I thought I would post it here also for anyone that doesn’t venture into the code share section of the site. You can toggle between various rendering modes using the buttons on the left.
Source for this demo can be found here
Any comments and feedback are welcome as always. [import]uid: 110262 topic_id: 23090 reply_id: 323090[/import]
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