- non-othogonal walls (ie.. walls dont have to be right angled)
this means that walls have to be specified as vectors like as
in the doom levels with sectors etc
- 256 color walls etc (with shading..)
- texture mapping (?!?!?!?)
Ok ok, first betas will probably just have the first bit for now. But I
have the last two under tab. :)
I now have to go and finish off redesigning the engine (something I have
done about 3 times) and then I can recode all over again. It doesnt take
too long.. off I go. :) Hey.. I'll leave this open as I do mywork and I
can keep adding to this so you get to see my log.
11:45 - go to get my rough book and something to drink and nibble on
12:00 - food eaten, brain still empty
12:15 - sod it for tonight, work on it when I wake up maybe, not awake
enough now
=)
Cheers,
--
Peter Cooper
: I now have to go and finish off redesigning the engine (something I have
: done about 3 times) and then I can recode all over again. It doesnt take
: too long.. off I go. :) Hey.. I'll leave this open as I do mywork and I
: can keep adding to this so you get to see my log.
Maybe we should dub you "son of Carmack"??? ;)
Carl
--
------------------------------------------------------------------
Carl Gundel ca...@world.std.com Shoptalk Systems 508-872-5315
author of Liberty BASIC, a 1996 PC Magazine Awards Finalist!
http://world.std.com/~carlg/basic.html
Indeed, if John Carmack was set in front of a computer with nothing but
a copy of QBASIC and told to write a DOOM clone, could he do it? I
wonder....
Brent P. Newhall
----------------------------------------------------------------------
"Restlessness is discontent--and discontent is the first necessity of
progress. Show me a thoroughly satisfied man--and I will show you a
failure." -- Thomas Edison
Hello Peter !!
> People,
> About a month ago I posted a pretty rough 3d raycasting engine
I also, in this case: A PowerBASIC version <g>
> how do these specs sound so far:
>
> - non-othogonal walls (ie.. walls dont have to be right angled)
> this means that walls have to be specified as vectors like as
> in the doom levels with sectors etc
> - 256 color walls etc (with shading..)
> - texture mapping (?!?!?!?)
Snow from yesterday (for me) ... ;^))))
PS: I think a new demo is available in the next days on my homepage.
> Cheers,
> --
> Peter Cooper
Regards,
----------------
/
/ h o m a s
email: aut...@pbsound.snafu.de
www : http://www.snafu.de/~pbsound/ (PowerBASIC's Home in Germany)
PBSOUND - The Sound Blaster Toolkit, PowerBASIC-FAQ, PowerBASIC-
sources & toolboxes, PowerBASIC on Web, PowerBASIC News and much
more or less important PowerBASIC stuff.
fax : +49-30-47300910
Heh :) Just you see.. =)
>Indeed, if John Carmack was set in front of a computer with nothing but
>a copy of QBASIC and told to write a DOOM clone, could he do it? I
>wonder....
Probably not, they are C and ASM people :) not even C++. I am doing
this project for my own personal enjoyment and also experience. I enjoy
sitting and trying to work out the algorithms, they take so long to find
on the net! I've tried!! I didnt find anything that was brilliantly
useful. Besides the job in hand isn't _that_ hard, it's just maths and
the maths _is_ the harder bit. :)
Cheers,
--
Peter Cooper - pe...@trenham.demon.co.uk - [[[[Peter At Trenham]]]]
3d, Project UV1, ASM, BASIC, PASCAL, MIDI, composing, writing, C&C
Indycar, Formula 1, SE England, IRCer, Web Designer, Cycling, Fun!
-------------- http://www.trenham.demon.co.uk/ --------------