Making the collision zones is easy: just fit a barrier into one of the grids. But how do we raycast without using rays??? If we already know where the walls are before we even start, an equation could be used in place of raytracing. Save every barriers position on the grid to a property, and it should work!
Rendering everything
This is still difficult to predict how it will work, but it is possible. At first I was thinking about deactivating and reactivating barriers for pixels, but I think a text device that uses emojis in certain places based on where the “rays” made contact with a wall.
If you see any issues with these ideas or have your own, be sure to let me know! I still think this could very much be possible!
So I think I have a better idea on how to make the grid system. Basically it will be a 3x3 grid and when you walk into the next grid it will change the position and teleport the player back to the center that way we can use a camera device so we don’t have to use multiple text devices. For walls, we’ll just teleport the player back to the center, but not change the position of the player!
Where are you getting the grid idea from? If we’re raycasting, we’re just doing math and rendering the results on a text display. What are the grids for?
You literally just use the algorithms other people have written outside of gimkit. You send out a ray, in a direction, and see what it hits. Then, depending on what it hits, you set the pixel that the ray represents.
I feel like we should have a separate function to set a pixel. You set 2 properties to the 2 coordinates for the pixel and then set a different property to the value you’re setting the entry to.
Gimkit Creative doesn’t have that advanced of detection. A coordinate grid would make things easier. But come back to me when you figure out how to do that.