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Old 22 January 2018, 18:21   #68
robinsonb5
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Join Date: Mar 2012
Location: Norfolk, UK
Posts: 1,157
Quote:
Originally Posted by ajk View Post
I'm sure it's calculating them in real time, just the movement pattern is fixed instead of user controllable.
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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