Updated Steps.
This is the updated version on how to set up the 3d engine.
This is from the “3DENGINE” bundle.
- Make 3 objects (The display, the wall, the player)
- Go into the player, and put in the “3D engine(Player)4pack” bundle into it, set up the messages, and the raycast target.
- Go into the wall (the object not being displayed, and is the target) and put in the “Wall Fix/Code” bundle into it. You can delete the optional thing in there if you want to, if you don’t I’ll get how to set that up as well too.
- Go into the display, (The object that displays what is happening), and put in the “WallSize(3D)” Bundle into it.
- Go into the player bundle, and go into the spawner, and set it to the display
- Then exit out the spawner bundle, and go into the MAIN raycaster, and then do DisplayDecider.
- Go to the right of the bundle, you should see a message, make the message be sent to the display
- Then exit out of the display decider and go into the Raycaster, look for all the globals in there, and make them. The helpful notes will tell you what to name them.
- Then go into “BricksEquationButMoreIg” bundle, and go down till you find 2 more globals, make new globals for them, the helpful notes will tell you what to name them.
- Exit out of the player then head to the display, go into the “WallSize(3d)” bundle.
- At the top left should be a global, set it as Rotation Display, DON’T MAKE ONE, SET IT.
- Go into the display sprite, and make it a vertical strips, make it the right pixels width (the PXRate). For example: 2 px rate = 2px width vertical strips.
- Then exit out of the spawner bundle, than to “(MAIN) Raycaster”, then to “Raycast”. There you should see a number labeled as “Starting Raycast Angle”. Usually at 140 (which is mostly correct if you’re using the OOTB set up). But if you done anything different with the bundle, like changing FOV/PxRate/wallCount, you might need to change it.
- Go into the display code, and customize it to your liking, and to whatever it works.
- For the optional wall stopper thingy that MrSigns came up with, make another object, and make its hitboxes 35% (or whatever you want it to) bigger than the non displayed wall, than go into the non displayed wall and set the spawner as that.
- You might need a do some other jib-jab to make it work, but this is WAY easier than it looks.
- For another optional thing (which is the equation add-ons). I don’t really know how to explain, so you’ll have to ask for like screenshots for that.
- Lastly, make sure your game height/width matches the display and whatnot.