Quote:
Originally Posted by ajk
I'm sure it's calculating them in real time, just the movement pattern is fixed instead of user controllable.
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I don't think so - I think (though I'd love to proved wrong!) it uses the same binary blob of pre-raycasted binary data that Britelite included in the previews. In the first post he describes it:
Quote:
Originally Posted by britelite
I also included a binary blob of raycasted data (wolf.3d), if anyone wants to try out the wall rendering, without having to write a raycaster. The format is pretty simple, 1024 frames of 320 bytes each. Every frame consists of 2 bytes per slice (160 slices in total), first byte being the height of the wall (0-127) and second byte being the texture u-coordinate (0-63 for texture one, 64-127 for texture two, textures being 64x64 in size).
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