Variable height sectors

Wednesday, 12th April 2006

I switched from 16/8 division to 24/16 division, and wall heights are now calculated rather than being dragged off a lookup table.


There's also backface culling (the cylinder around the central cube is marked as double-sided, hence no culling there) but there is still no clipping or occlusion.

@philipptr: I'm guessing your technique is to calculate the angle of the point, add an offset to it, then convert back into a new coordinate? I just adapted some 3D point rotation code I had, simplifying (mathematically) it and removing any references to z.

I will probably not use textured walls - not so much for performance issues, but for aesthetic reasons. Scaling a texture down on a wall displayed on a 96x64 monochrome display (without antialiasing) looks pretty ugly. Simple lines look a lot cleaner.

Oh, and hello aCiD2 wink.gif

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