Troubleshooting tunnels

The simplicity of the programming involved means that the 3D tunnel effect can run on pretty much anything.

(The above image is a simple tunnel running on a Sony PS2, using YABASIC). However, the nature of the way you use them means that you can easily get confused, especially when you start using fixed-point maths. The speed comes from using precomputed lookup tables, and splitting the system in two (first, the maths in one section, and second, the rendering in another section) means that you have twice as many things to go wrong! Here are some hints, based on problems I've encountered (and ones I can see arising) when making tunnels: